crowd markers, unsheathed sword correct
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+5
-3
@@ -256,12 +256,14 @@ func _register_all() -> void:
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_reg_f("Bear", "bear_stagger_cd", 1.0, 0.0, 4.0, 0.05)
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# ── Sword ─────────────────────────────────────────────────────────────────
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# Local seating of the sword in the right hand (drawn / fighting).
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# Defaults are identity — the bone is oriented in Blender to seat the sword
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# directly; these exist to fine-tune in-game without re-exporting.
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# The blade model runs along its local +Z, but weapon_bone (like every rig bone)
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# points down its local +Y — so identity leaves the blade jutting out sideways.
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# rot_x = -90 maps the blade's +Z onto the bone's +Y so it thrusts straight along
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# the bone; rot_y is then the free roll (crossguard tilt) about the blade axis.
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_reg_f("Sword", "sword_pos_x", 0.0, -1.0, 1.0, 0.01)
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_reg_f("Sword", "sword_pos_y", 0.0, -1.0, 1.0, 0.01)
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_reg_f("Sword", "sword_pos_z", 0.0, -1.0, 1.0, 0.01)
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_reg_f("Sword", "sword_rot_x", 0.0, -180.0, 180.0, 1.0)
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_reg_f("Sword", "sword_rot_x", -90.0, -180.0, 180.0, 1.0)
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_reg_f("Sword", "sword_rot_y", 0.0, -180.0, 180.0, 1.0)
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_reg_f("Sword", "sword_rot_z", 0.0, -180.0, 180.0, 1.0)
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# Local seating of the sword in the hip holster (sheathed / wandering).
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