dash
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		@@ -23,16 +23,17 @@ public class PlayerBehavior : MonoBehaviour
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    bool unlockedClarinet;
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    // things for dash
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    private bool isDash = false;
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    public float dashForce = 1.2f;
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    public float dashForce = 1.3f;
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    private float dashTime = 1.0f;
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    private float dashInc = 0.1f;
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    private float currentDash = 0.0f;
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    Vector2 dashVec;
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    // things for bounce
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    public float reflectForce = 2f;
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    public float reflectForce = 1.5f;
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    private Vector2 saveVelocity;
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    private bool isInWater = false;
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    private bool hasBounced = false;
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    public float waterGravity = 0.3f;
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    [Header("Cymbals:")]
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    private float cymbalActiveTime = 0f;
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@@ -272,7 +273,7 @@ public class PlayerBehavior : MonoBehaviour
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        }
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        else
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        {
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            reflect = new Vector2(saveVelocity.x, -(saveVelocity.y) * reflectForce);
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            reflect = new Vector2(saveVelocity.x * 1.1f, -(saveVelocity.y) * reflectForce);
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            hasBounced = true;
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        }
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        _rb.AddForce(reflect, ForceMode2D.Impulse);
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@@ -288,17 +289,8 @@ public class PlayerBehavior : MonoBehaviour
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        }
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        else
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        {
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            playerController.FloatGravity();
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            playerController.FloatGravity(waterGravity);
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        }
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        /*
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        if (Mathf.Abs(_rb.velocity.y) < 2f)
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        {
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            saveVelocity = Vector2.zero;
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        }
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        else
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        {
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            saveVelocity = _rb.velocity;
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        }*/
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    }
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    void OnTriggerEnter2D(Collider2D col)
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@@ -563,9 +563,9 @@ public class PlayerMovement : MonoBehaviour
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        return (Physics2D.OverlapBox(new Vector2(this.transform.position.x, this.transform.position.y - _groundCheckOffset), _groundCheckSize, 0, _groundLayer) && !IsJumping);
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    }
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    public void FloatGravity()
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    public void FloatGravity(float grav)
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    {
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        Data.maxFallSpeed = 0.1f;
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        Data.maxFallSpeed = grav;
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    }
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    public void EndFloatGravity()
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