edited some player data to make grapple and jump feel better
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		@@ -46,6 +46,7 @@ public class PlayerMovement : MonoBehaviour
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    public float LastPressedJumpTime { get; private set; }
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    Tutorial_GrapplingRope grapplingRope;
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    bool wasGrappling = false;
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    //Set all of these up in the inspector
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    [Header("Checks")]
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@@ -114,6 +115,7 @@ public class PlayerMovement : MonoBehaviour
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            {
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                LastOnGroundTime = Data.coyoteTime; //if so sets the lastGrounded to coyoteTime
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                trumpet = 2;
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                wasGrappling = false;
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            }
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            //Right Wall Check
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@@ -187,6 +189,14 @@ public class PlayerMovement : MonoBehaviour
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        // }
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        #endregion
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        #region GRAPPLE CHECKS
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        // set wasGrappling to true if the player starts grappling
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        if (grapplingRope.isGrappling) {
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            wasGrappling = true;
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        }
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        #endregion
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        #region SLIDE CHECKS
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        if (CanSlide() && ((LastOnWallLeftTime > 0 && _moveInput.x < 0) || (LastOnWallRightTime > 0 && _moveInput.x > 0)))
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            IsSliding = true;
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@@ -280,10 +290,14 @@ public class PlayerMovement : MonoBehaviour
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        //Gets an acceleration value based on if we are accelerating (includes turning) 
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        //or trying to decelerate (stop). As well as applying a multiplier if we're air borne.
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        if (LastOnGroundTime > 0)
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        if (LastOnGroundTime > 0) {
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            accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount : Data.runDeccelAmount;
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        else
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        }
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        else if (wasGrappling) {
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            accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * (Data.deccelInAir / 5);
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        } else {
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            accelRate = (Mathf.Abs(targetSpeed) > 0.01f) ? Data.runAccelAmount * Data.accelInAir : Data.runDeccelAmount * Data.deccelInAir;
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        }
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        #endregion
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        #region Add Bonus Jump Apex Acceleration
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@@ -24,7 +24,7 @@ MonoBehaviour:
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  runDecceleration: 2
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  runDeccelAmount: 14.285714
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  accelInAir: 0.5
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  deccelInAir: 0.05
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  deccelInAir: 0.2
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  doConserveMomentum: 1
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  jumpHeight: 2.25
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  jumpTimeToApex: 0.4
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