Replaced magic numbers with constants
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		@@ -14,6 +14,9 @@ namespace Player
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        private const float MaxSpeed = 500.0f;
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					        private const float MaxSpeed = 500.0f;
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        private const float DefaultAirSpeed = 300.0f;
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					        private const float DefaultAirSpeed = 300.0f;
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        private const float GravityScale = 5.0f;
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					        private const float GravityScale = 5.0f;
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					        private const float AccelerationScale = 40.0f;
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					        private const float DecelerationScale = 60.0f;
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					        private const float RespawnLimit = -60.0f;
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        private const float FallMultiplier = 4.0f;
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					        private const float FallMultiplier = 4.0f;
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        private const float LowJumpMultiplier = 4.0f;
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					        private const float LowJumpMultiplier = 4.0f;
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@@ -110,7 +113,7 @@ namespace Player
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        private void RespawnCheck()
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					        private void RespawnCheck()
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        {
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					        {
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            if (gameObject.transform.position.y < -100)
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					            if (gameObject.transform.position.y < RespawnLimit)
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                SceneManager.LoadScene(SceneManager.GetActiveScene().name);
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					                SceneManager.LoadScene(SceneManager.GetActiveScene().name);
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        }
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					        }
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@@ -164,14 +167,14 @@ namespace Player
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            }
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					            }
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            if (!_isOnAir)
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					            if (!_isOnAir)
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                BaseSpeed += 40;
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					                BaseSpeed += AccelerationScale;
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            _playerRigidbody2D.velocity = new Vector2(BaseSpeed * _xAxisValue * Time.fixedDeltaTime,
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					            _playerRigidbody2D.velocity = new Vector2(BaseSpeed * _xAxisValue * Time.fixedDeltaTime,
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                _playerRigidbody2D.velocity.y);
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					                _playerRigidbody2D.velocity.y);
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        }
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					        }
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        private void DecelerationAfterMoving()
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					        private void DecelerationAfterMoving()
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        {
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					        {
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            BaseSpeed -= 80;
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					            BaseSpeed -= DecelerationScale;
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            _playerRigidbody2D.velocity = new Vector2(BaseSpeed * (int)_orientation * Time.fixedDeltaTime,
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					            _playerRigidbody2D.velocity = new Vector2(BaseSpeed * (int)_orientation * Time.fixedDeltaTime,
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                _playerRigidbody2D.velocity.y);
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					                _playerRigidbody2D.velocity.y);
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            if (BaseSpeed == 0)
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					            if (BaseSpeed == 0)
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