walk anim, death anim ja loading screen
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@@ -14,7 +14,9 @@ const _ANIM_IDLE: StringName = &"Armature|IDLE"
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const _ANIM_KICK: StringName = &"Armature|KICK"
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const _ANIM_SLAM: StringName = &"Armature|SLAM"
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const _ANIM_DASH: StringName = &"Armature|DASH"
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const _ANIM_WALK: StringName = &"Armature|WALK"
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const _ANIM_ROLL: StringName = &"Armature|ROLL"
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const _ANIM_DEATH: StringName = &"Armature|DEATH"
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@onready var camera_pivot: Node3D = $Camera3D
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@onready var cube_guy: Node3D = $bull
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@@ -306,9 +308,11 @@ func _update_locomotion_anim(moving: bool) -> void:
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return
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_locomotion_moving = moving
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if moving:
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if _bull_anim.has_animation(_ANIM_DASH):
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_bull_anim.speed_scale = 1.0
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_bull_anim.play(_ANIM_DASH, 0.25)
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if _bull_anim.has_animation(_ANIM_WALK):
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_bull_anim.speed_scale = 2.0
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_bull_anim.play(_ANIM_WALK, 1)
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var anim = _bull_anim.get_animation(_ANIM_WALK)
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anim.loop_mode = Animation.LOOP_LINEAR
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else:
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_play_idle()
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@@ -1085,6 +1089,8 @@ func take_sword_hit(cause: String = "", hit_pos: Vector3 = Vector3.ZERO) -> void
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_huff_player.pitch_scale = randf_range(0.7, 0.9)
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_huff_player.play()
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if _hp <= 0:
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if _bull_anim.current_animation != _ANIM_DEATH:
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_bull_anim.play(_ANIM_DEATH)
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_dead = true
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died.emit(cause)
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