matadors dont come inside the player anymore with sword attack. also got rid of matador.gd dublicate.. that i made for testing animation
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@@ -1,5 +0,0 @@
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extends Node3D
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func _ready() -> void:
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$AnimationPlayer.play("Taunt")
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@@ -1 +0,0 @@
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uid://bn3xwnlktwdlf
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+1
-1
@@ -133,7 +133,7 @@ func _register_all() -> void:
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_reg_f("Matador", "mat_attack_range", 8.0, 2.0, 20.0)
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_reg_f("Matador", "mat_attack_speed", 7.5, 1.0, 12.0)
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_reg_f("Matador", "mat_attack_duration", 1.8, 0.5, 5.0, 0.1)
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_reg_f("Matador", "mat_attack_min_dist", 3.2, 0.5, 6.0, 0.1)
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_reg_f("Matador", "mat_attack_min_dist", 5, 0.5, 6.0, 0.1)
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# Forward drive during the opening of a melee swing — turns the stationary stab
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# into an estocada lunge so the blade covers ground toward the bull.
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_reg_f("Matador", "mat_lunge_speed", 13.0, 0.0, 20.0)
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+2
-1
@@ -61,6 +61,7 @@ var _blood_burst: CPUParticles3D = null
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@onready var _mesh: Node3D = $matador2
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@onready var _hit_area: Area3D = $HitArea
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const _ANIM_RUN: StringName = &"Run"
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const _ANIM_IDLE: StringName = &"Taunt"
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const _ANIM_ATTACK: StringName = &"Attack"
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@@ -551,7 +552,7 @@ func _tick_attack(delta: float) -> void:
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if _swing_timer > 0.0:
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_lunge_timer = maxf(0.0, _lunge_timer - delta)
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if _lunge_timer > 0.0 and dist > 0.1:
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if _lunge_timer > 0.0 and dist > DP.f("mat_attack_min_dist"):
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_accelerate(to_bull.normalized(), DP.f("mat_lunge_speed"), delta)
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else:
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_decelerate(22.0, delta)
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