Combat overhaul: charge/gore, bear ram, matador taunt reactions
Bull charge damage: - Tunnel-proof swept detection (prev→now segment) for matador gore and bear ram, so a 66 m/s dash no longer skips clean over the thin HitArea. - Horns-first cone (bull_gore_arc): running into an enemy only wounds it when charging roughly at it, not a sideways brush. - Dash is a committed lunge: bypasses the horns cone AND the survival roll, so a dash connect is a guaranteed kill. Cruise charges keep a speed-scaled roll (mat_charge_pierce). Roll ability defers to its own pop (is_rolling guard). Bear: - Horns-first swept ram detection (edge-triggered: one charge = one wound); a tunnelling or point-blank charge now lands where body_entered wouldn't. - Overhead smash lane extends faster (0.1s) and further (20 m). - Leap slam launches the bull from anywhere in the circle (ring_frac 0). - Removed stray-quote syntax errors that broke the script. Matador: - Collider-driven stab (BladeHitbox) with recovery beat + taunt-after-hit so it stops machine-gunning the bull. - A taunting matador answers a charge: spear from range, sword up close. Spear projectile masks the BULL layer so throws connect. Tests: matador_charge/stab/spear/taunt_react, bear_ram/hitbox/fx (+ unified _fake_bull stand-in). Trimmed verbose comments. Note: bear claw-emitter/death work is still WIP (3 bear_boss_test failures). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -1767,20 +1767,3 @@ tracks/251/path = NodePath("bear-rig/Skeleton3D:thigh_ik_target.R")
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tracks/251/interp = 1
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tracks/251/loop_wrap = true
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tracks/251/keys = PackedFloat32Array(0, 1, 1.0000002, 0.99999994, 0.99999994)
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tracks/252/type = "method"
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tracks/252/imported = false
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tracks/252/enabled = true
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tracks/252/path = NodePath("test_cube")
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tracks/252/interp = 1
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tracks/252/loop_wrap = true
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tracks/252/keys = {
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"times": PackedFloat32Array(0.7, 1.1333333),
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"transitions": PackedFloat32Array(1, 1),
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"values": [{
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"args": [],
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"method": &"bear_fx_smash_hit"
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}, {
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"args": [],
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"method": &"mesh_off"
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}]
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}
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