public void ResetCheckpoint() { sprite.CreateDeadShadow(); Vector3 checkpoint = cameraMovement.GetCurrentCheckpoint(); checkpoint.z = transform.position.z; transform.position = checkpoint; rb2d.velocity = new Vector2(0, 0); jump = false; hovering = false; star = false; usedDash = false; usedDoubleJump = false; hoverRemaining = 0; dashRemaining = 0; dashFloatRemaining = 0; groundedRemaining = 0; deathRemaining = deathDelay; }