WALL COLLISIONS [DONE]

*Deleted deprecated variables
*Gets normal from collision with tags "Wall", calculates angle of
collision and determines if explosion/stun
*public angle variables (under 40 walking, under 65 running)
*created stun var & func
STUN - ONGOING

*Projects player back when hit
*Stun delay
[TODO] Set project distance / speed / time correctly
STUN - FINISHED + 3C

*Optimised 3C code (+changed speed system)
*Fixed distance & speed for stun
[IDEA] small jump when kicked back ??
PLAYER MODEL - FINISHED

*Uses mesh as temp for chara
*Created PFA BOMB prefab
*Restructed PFA_BOMB
CIVIL - ONGOING

*Added model and color
*Created civil prefab
*Prepped civil func
*Random mov tests
CIVIL - ONGOING

*Continued coding
CIVIL - ONGOING

*Framework for behaviour change in place
*Idle behaviour done ( :D )
[TODO] Rand behaviour, line behaviour, flee behaviour & response to
shout
CIVIL - ONGOING

*Petite opti calcul rotation du graph
*Line movement done (uses ref point and origin point for patrol path)
*Idle behaviour modif : Civilian turns towards player if close enough
*Wander behaviour : implemented
[TODO] Different project Back behaviour if civilian hits (or other,
probably explosion) + flee behaviour
CIVIL - DONE

*Flee as long as he sees the player
*Shout linked to civilians
ROLL UP - DONE

*Player can roll up in a ball, and back to normal
*Camera follows ball
*No controls - takes previous velocity
[TODO] Collides w/ ball. Only explosions ?
MERGE NOAH BRANCH TO MASTER

MERGING DIFFS