Player Character "flinch" is implemented by repurposing the "dip" function but further playtesting may be necessary to tweak the speed, and strength, or even add direction (dip only pushes the character downward) while also considering the state such as moving. adsing? consider adding a control rotation flinch or the level of hit, maybe level 1 only ViewModel flinch, level 2 has a control rotation flinch, and level 3 will launch the character.
Player Character "flinch" is implemented by repurposing the "dip" function but further playtesting may be necessary to tweak the speed, and strength, or even add direction (dip only pushes the character downward) while also considering the state such as moving. adsing? consider adding a control rotation flinch or the level of hit, maybe level 1 only ViewModel flinch, level 2 has a control rotation flinch, and level 3 will launch the character.