moved trumpet jump to new player controller
this should work, though i'm still not 100% sure how the new jump works
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		@@ -101,7 +101,7 @@ public class PlayerMovement : MonoBehaviour
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        if (!IsJumping)
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					        if (!IsJumping)
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        {
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					        {
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            //Ground Check
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					            //Ground Check
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            if (Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping) //checks if set box overlaps with ground
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					            if (IsGrounded()) //checks if set box overlaps with ground
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            {
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					            {
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                LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
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					                LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
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                trumpet = true;
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					                trumpet = true;
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@@ -151,6 +151,13 @@ public class PlayerMovement : MonoBehaviour
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            _isJumpCut = false;
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					            _isJumpCut = false;
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            _isJumpFalling = false;
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					            _isJumpFalling = false;
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            Jump();
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					            Jump();
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					            if (!IsGrounded() && in_range && trumpet) {
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					                Destroy(enemy.gameObject);
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					                enemy = null;
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					                in_range = false;
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					            } else if (!IsGrounded() && !in_range && trumpet) {
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					                trumpet = false;
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					            }
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        }
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					        }
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        //WALL JUMP
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					        //WALL JUMP
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        // else if (CanWallJump() && LastPressedJumpTime > 0)
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					        // else if (CanWallJump() && LastPressedJumpTime > 0)
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@@ -209,6 +216,7 @@ public class PlayerMovement : MonoBehaviour
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            SetGravityScale(Data.gravityScale);
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					            SetGravityScale(Data.gravityScale);
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        }
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					        }
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        #endregion
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					        #endregion
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					        }
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    }
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					    }
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    private void FixedUpdate()
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					    private void FixedUpdate()
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@@ -380,6 +388,9 @@ public class PlayerMovement : MonoBehaviour
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    private bool CanJump()
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					    private bool CanJump()
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    {
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					    {
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					        if (!IsGrounded() && trumpet) {
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					            return true;
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					        }
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        return LastOnGroundTime > 0 && !IsJumping;
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					        return LastOnGroundTime > 0 && !IsJumping;
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    }
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					    }
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@@ -406,6 +417,10 @@ public class PlayerMovement : MonoBehaviour
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        else
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					        else
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            return false;
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					            return false;
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    }
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					    }
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					    public bool IsGrounded() {
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					        return (Physics2D.OverlapBox(this.transform.position, _groundCheckSize, 0, _groundLayer) && !IsJumping);
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					    }
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    #endregion
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					    #endregion
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