character_controller.lua: remove unused fields / vars (#1040)
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@@ -80,7 +80,6 @@ local function Character(model_scene, start_transform, controllable, anim_scene,
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target_rot_vertical = 0,
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target_height = 0,
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anims = {},
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anim_amount = 1,
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neck = INVALID_ENTITY,
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head = INVALID_ENTITY,
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left_hand = INVALID_ENTITY,
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@@ -89,8 +88,6 @@ local function Character(model_scene, start_transform, controllable, anim_scene,
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right_foot = INVALID_ENTITY,
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left_toes = INVALID_ENTITY,
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right_toes = INVALID_ENTITY,
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leaning_next = 0, -- leaning sideways when turning
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leaning = 0, -- leaning sideways when turning (smoothed)
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savedPointerPos = Vector(),
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walk_speed = 0.1,
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jog_speed = 0.2,
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@@ -103,8 +100,6 @@ local function Character(model_scene, start_transform, controllable, anim_scene,
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position = Vector(),
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ground_intersect = false,
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controllable = true,
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fixed_update_remain = 0,
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timestep_occured = false,
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root_offset = 0,
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foot_placed_left = false,
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foot_placed_right = false,
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@@ -165,7 +160,6 @@ local function Character(model_scene, start_transform, controllable, anim_scene,
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local charactercomponent = scene.Component_GetCharacter(self.model)
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self.ground_intersect = charactercomponent.IsGrounded()
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self.position = charactercomponent.GetPositionInterpolated()
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local velocity = charactercomponent.GetVelocity()
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local capsule = charactercomponent.GetCapsule()
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character_capsules[self.model] = capsule
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--DrawCapsule(capsule)
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@@ -491,7 +485,6 @@ local function Character(model_scene, start_transform, controllable, anim_scene,
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layer.SetLayerMask(self.layerMask)
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self.state = States.IDLE
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self.state_prev = self.state
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for i,entity in ipairs(scene.Entity_GetHumanoidArray()) do
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if scene.Entity_IsDescendant(entity, self.model) then
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