From 764f4d2787418f760e20546ab7abfa07718988e9 Mon Sep 17 00:00:00 2001
From: dusoleil <howcansocksbereal@gmail.com>
Date: Thu, 15 Sep 2022 03:00:56 -0400
Subject: convert tabs to spaces

---
 character/fps_controller/fps_controller.gd | 126 ++++++++++++++---------------
 1 file changed, 63 insertions(+), 63 deletions(-)

diff --git a/character/fps_controller/fps_controller.gd b/character/fps_controller/fps_controller.gd
index 09ef556..c6c3dc7 100644
--- a/character/fps_controller/fps_controller.gd
+++ b/character/fps_controller/fps_controller.gd
@@ -15,83 +15,83 @@ var velocity : Vector3
 var is_climbing : bool = false
 
 func _ready():
-	Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
-	
+    Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
+    
 func _process(_delta):
-	get_input()
-	
+    get_input()
+    
 func _physics_process(_delta):
-	handle_movement()
-	handle_jumping()
-	handle_collision()
-	
+    handle_movement()
+    handle_jumping()
+    handle_collision()
+    
 func get_input():
-	var dir : Vector3 = Vector3.ZERO
-	
-	#Get base movement input
-	
-	if Input.is_action_pressed("forward"):
-		dir += -global_transform.basis.z
-		if is_climbing:
-			dir += global_transform.basis.y
-	if Input.is_action_pressed("backward"):
-		dir += global_transform.basis.z
-		if is_climbing:
-			dir += -global_transform.basis.y
-	if Input.is_action_pressed("left"):
-		dir += -global_transform.basis.x
-	if Input.is_action_pressed("right"):
-		dir += global_transform.basis.x
-		
-	dir = dir.normalized()
-	
-	#Pull X and Z values from directional input. Velocity.y will be handled in physics loop unless climbing.
-	
-	if is_climbing:
-		velocity.y = lerp(velocity.y, dir.y * walk_speed, accel)
-	
-	velocity.x = lerp(velocity.x, dir.x * walk_speed, accel)
-	velocity.z = lerp(velocity.z, dir.z * walk_speed, accel)
+    var dir : Vector3 = Vector3.ZERO
+    
+    #Get base movement input
+    
+    if Input.is_action_pressed("forward"):
+        dir += -global_transform.basis.z
+        if is_climbing:
+            dir += global_transform.basis.y
+    if Input.is_action_pressed("backward"):
+        dir += global_transform.basis.z
+        if is_climbing:
+            dir += -global_transform.basis.y
+    if Input.is_action_pressed("left"):
+        dir += -global_transform.basis.x
+    if Input.is_action_pressed("right"):
+        dir += global_transform.basis.x
+        
+    dir = dir.normalized()
+    
+    #Pull X and Z values from directional input. Velocity.y will be handled in physics loop unless climbing.
+    
+    if is_climbing:
+        velocity.y = lerp(velocity.y, dir.y * walk_speed, accel)
+    
+    velocity.x = lerp(velocity.x, dir.x * walk_speed, accel)
+    velocity.z = lerp(velocity.z, dir.z * walk_speed, accel)
 
 func handle_movement():
-	#Apply gravity
-	if !is_climbing:
-		velocity.y += gravity
-		if velocity.y < term_velocity:
-			velocity.y = term_velocity
-		
-	velocity = move_and_slide(velocity, Vector3.UP, true, 4, PI/4, false)
+    #Apply gravity
+    if !is_climbing:
+        velocity.y += gravity
+        if velocity.y < term_velocity:
+            velocity.y = term_velocity
+        
+    velocity = move_and_slide(velocity, Vector3.UP, true, 4, PI/4, false)
 
 func _input(event):
-	#Handle mouse movement for camera
-	if event is InputEventMouseMotion:
-		self.rotate_y(-event.relative.x * Settings.mouse_sens)
-		camera.rotate_x(-event.relative.y * Settings.mouse_sens)
-		camera.rotation.x = clamp(camera.rotation.x, -1.2, 1.2)
+    #Handle mouse movement for camera
+    if event is InputEventMouseMotion:
+        self.rotate_y(-event.relative.x * Settings.mouse_sens)
+        camera.rotate_x(-event.relative.y * Settings.mouse_sens)
+        camera.rotation.x = clamp(camera.rotation.x, -1.2, 1.2)
 
 func handle_jumping():
-	if Input.is_action_just_pressed("jump") and is_on_floor():
-		velocity.y = jump_strength
+    if Input.is_action_just_pressed("jump") and is_on_floor():
+        velocity.y = jump_strength
 
 func handle_collision():
-	for index in get_slide_count():
-		var collision = get_slide_collision(index)
-		var collider = collision.collider
-		if (collider.get_class() == "RigidBody"):
-			var col_force_vec = -collision.normal * inertia # rotate the force along collision normal
-			# collision pos
-			# > RigidBody.add_force(force, pos) > The position uses the rotation of the global coordinate system, but is centered at the object's origin.
-			# > KinematicCollision.position() > The point of collision, in global coordinates.
-			# So to add force at collision position, substract colliders pos from collision.position
-			var col_pos = collision.position - collider.transform.origin
-			collider.add_force(col_force_vec, col_pos)
+    for index in get_slide_count():
+        var collision = get_slide_collision(index)
+        var collider = collision.collider
+        if (collider.get_class() == "RigidBody"):
+            var col_force_vec = -collision.normal * inertia # rotate the force along collision normal
+            # collision pos
+            # > RigidBody.add_force(force, pos) > The position uses the rotation of the global coordinate system, but is centered at the object's origin.
+            # > KinematicCollision.position() > The point of collision, in global coordinates.
+            # So to add force at collision position, substract colliders pos from collision.position
+            var col_pos = collision.position - collider.transform.origin
+            collider.add_force(col_force_vec, col_pos)
 
 
 func _on_ladder_detector_body_entered(body):
-	if body.is_in_group("ladder"):
-		is_climbing = true
+    if body.is_in_group("ladder"):
+        is_climbing = true
 
 
 func _on_ladder_detector_body_exited(body):
-	if body.is_in_group("ladder"):
-		is_climbing = false
+    if body.is_in_group("ladder"):
+        is_climbing = false
-- 
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