update dash implementation
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		@@ -32038,13 +32038,17 @@ PrefabInstance:
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@@ -19,15 +19,12 @@ public class PlayerBehavior : MonoBehaviour
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    [Header("Clarinet:")]
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    bool unlockedClarinet;
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    [SerializeField] private float maxDashTime = 2.5f;
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    [SerializeField] private float dashStopSpeed = 0.1f;
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    public Vector3 moveDirection;
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    public float dashDistance = 0.1f;
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    private float currentDashTime;
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    public bool isDash = false;
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    public float bonk = 2f;
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    private Vector2 saveVelocity;
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    public bool isInWater = false;
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    public float dashForce = 1.5f;
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    [Header("Grappling:")]
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    [SerializeField] public Tutorial_GrapplingGun grapplingGun;
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@@ -100,21 +97,20 @@ public class PlayerBehavior : MonoBehaviour
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            if (playerInput.actions["ClarinetDive"].WasPressedThisFrame())
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            {
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                isDash = true;
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                currentDashTime = 0.0f;
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                playerInput.DeactivateInput();
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            }
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            if (!playerController.IsGrounded() && (currentDashTime < maxDashTime) && isDash)
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            if (!playerController.IsGrounded() && isDash)
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            {
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                if (forward == 1)
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                {
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                    moveDirection = new Vector3(1f, -1f, 0f) * dashDistance;
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                    Vector2 rightDash = new Vector2(1f, -1f) * dashForce;
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                    _rb.AddForce(rightDash, ForceMode2D.Impulse);
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                }
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                else
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                {
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                    moveDirection = new Vector3(-1f, -1f, 0f) * dashDistance;
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                    Vector2 leftDash = new Vector2(-1f, -1f) * dashForce;
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                    _rb.AddForce(leftDash, ForceMode2D.Impulse);
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                }
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                transform.position = transform.position + moveDirection;
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                currentDashTime += dashStopSpeed;
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            }
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            else
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            {
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@@ -286,6 +282,7 @@ public class PlayerBehavior : MonoBehaviour
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        else if (col.tag == "water")
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        {
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            isInWater = false;
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            saveVelocity = Vector2.zero;
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        }
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    }
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@@ -310,10 +310,10 @@ public class PlayerMovement : MonoBehaviour
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            //Caps maximum fall speed, so when falling over large distances we don't accelerate to insanely high speeds
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            RB.velocity = new Vector2(RB.velocity.x, Mathf.Max(RB.velocity.y, -Data.maxFallSpeed));
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        }
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        /*else if (playerBehavior.isInWater)
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        else if (playerBehavior.isInWater)
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        {
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            SetGravityScale(0);
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        }*/
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        }
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        else
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        {
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            //Default gravity if standing on a platform or moving upwards
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