+death animation bear
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@@ -191,7 +191,7 @@ func _register_all() -> void:
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# routine (wind-up → active → recovery); each routine plays to the end (the recovery
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# is the player's punish window). Below bear_enrage_frac HP it enters phase 2: faster
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# tells and recovery (× bear_enrage_scale) and longer combo chains.
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_reg_f("Bear", "bear_max_hp", 50.0, 1.0, 100.0, 1.0)
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_reg_f("Bear", "bear_max_hp", 20.0, 1.0, 100.0, 1.0)
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# HP fraction at which phase 2 ("Fury") triggers, and how much it multiplies every
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# wind-up / recovery timer (lower = snappier, more dangerous).
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_reg_f("Bear", "bear_enrage_frac", 0.4, 0.0, 1.0, 0.05)
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