sword holster, health
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@@ -34,6 +34,10 @@ var _bull_anim: AnimationPlayer = null
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var _charge_ready_emitter: CPUParticles3D = null
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var _slam_pending: bool = false
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const MAX_HEALTH: int = 10
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var health: int = MAX_HEALTH
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signal health_changed(new_health: int)
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var _huff_player: AudioStreamPlayer = null
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var _crowd_player: AudioStreamPlayer = null
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var _huff_timer: float = 0.0
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@@ -660,7 +664,7 @@ func _physics_process(delta: float) -> void:
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var flat_n := Vector3(normal.x, 0.0, normal.z).normalized()
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var into_spd := -pre_wall_vel.dot(flat_n)
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var exit_spd := maxf(into_spd * DP.f("wall_bounce_restitution"),
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DP.f("wall_min_bounce_speed"))
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DP.f("wall_min_bounce_speed"))
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velocity.x = flat_n.x * exit_spd
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velocity.z = flat_n.z * exit_spd
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pre_wall_vel = Vector3(velocity.x, 0.0, velocity.z)
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@@ -693,3 +697,8 @@ func _physics_process(delta: float) -> void:
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_set_dust_state(DustState.NONE)
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# ── Hoof sounds ───────────────────────────────────────────────────────────
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func take_sword_hit() -> void:
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health = maxi(0, health - 1)
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health_changed.emit(health)
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