so I managed to get bullet time working smoothly for the player, press Q to use it to do this I actually had to differentiate movement during a dash and movement during a jump, as I needed to be able to control the speed of a jump without also limiting the speed of a dash, and I realised that this could also be used to fix the dash-jump bug (where you can jump the frame after a dash to give yourself a massive height boost), so I fixed that too
as always, thanks to @GrayDevScratch for the original changes: added two new variables: timeslow, which keeps track of if you're in bullet time or not MovementState, which keeps track of if you're grounded, in a jump, or in a dash (0,1,2 respectively) plus a bunch of messy edits to the movement and dash code in order to get this to work sorry in advance for how messy it is, Il try to clean it up when I apply bullet time to everything else