Hit effect
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@@ -249,6 +249,10 @@ func _enter_ragdoll(hit_dir: Vector3, bull_speed: float) -> void:
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_spawn_blood_burst(hit_dir)
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var cam := _bull.get_node_or_null("Camera3D")
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if cam:
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cam.call(&"trigger_hit", clampf(bull_speed / 15.0, 0.4, 1.0))
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# Keep the CharacterBody3D stationary: physics bones simulate relative to the
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# skeleton root, so sliding the root makes every bone pose diverge.
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velocity = Vector3.ZERO
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