private void ClimbOutOfLedge(Vector3 climbMvt)
    {
        var lookVec = player.GetLookDirection();

        lookVec.y = 0;
        Vector3 jojo = Quaternion.LookRotation(lookVec) * climbMvt;

        Debug.Log(jojo);
        player.transform.position += jojo;

        playerCC.Move(new Vector3(0, player.FetchYVelo(false), 0)); // Force player to ground
        prevIsGrounded = false;                                     // Prevent accidental jumping
    }