fix: Godot 4.2.1 compat and map builder fixes
- Fix tab character in _build_elevated_walkways() call (line 63) - Fix untyped 'pos' variable in grapple pillar loop (line 376) - Remove fog_sky_affinity (Godot 4.3+ only property) - Replace preload() with load() for runtime script loading - Replace 'is DoubleBarrelShotgun' type check with duck-typing - Fix 'is not OfflineMultiplayerPeer' syntax in grenade spawn - Replace absf() with abs() in state_machine, state_air, state_ground - Update test_level.tscn to remove stale UID reference All fixes verified: PARSE OK and scene runs without script errors on Godot 4.2.1 headless.
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@@ -226,7 +226,7 @@ func detect_wall_horizontal() -> Vector3:
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continue
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var n: Vector3 = hit.get("normal", Vector3.ZERO)
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# Wall must be roughly vertical (normal mostly horizontal)
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if absf(n.y) < 0.3 and n.length_squared() > 0.0:
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if abs(n.y) < 0.3 and n.length_squared() > 0.0:
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wall_normal = n.normalized()
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wall_side = side_data["side"]
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return wall_normal
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@@ -246,7 +246,7 @@ func detect_wall_horizontal() -> Vector3:
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if collider is PlayerMovementController or collider is CharacterBody3D or collider.has_method("take_damage"):
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continue
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var n: Vector3 = hit.get("normal", Vector3.ZERO)
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if absf(n.y) < 0.3 and n.length_squared() > 0.0:
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if abs(n.y) < 0.3 and n.length_squared() > 0.0:
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wall_normal = n.normalized()
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wall_side = side_data["side"]
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return wall_normal
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@@ -294,7 +294,7 @@ func detect_wall_forward() -> Dictionary:
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return {"hit": false, "normal": Vector3.ZERO, "is_short": false}
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var normal: Vector3 = best_hit.get("normal", Vector3.ZERO)
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if absf(normal.y) >= 0.3:
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if abs(normal.y) >= 0.3:
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return {"hit": false, "normal": Vector3.ZERO, "is_short": false} # Not a vertical wall
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# Check if wall is short (ledge check) using a top ray
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@@ -1112,7 +1112,7 @@ func _throw_grenade() -> void:
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var throw_vel = camera.global_transform.basis.z * -throw_speed + Vector3.UP * throw_up_speed + velocity
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var spawn_pos = camera.global_position + camera.global_transform.basis.z * -0.5
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if multiplayer.has_multiplayer_peer() and multiplayer.multiplayer_peer is not OfflineMultiplayerPeer:
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if multiplayer.has_multiplayer_peer() and not (multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
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server_spawn_grenade.rpc_id(1, spawn_pos, throw_vel)
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else:
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_spawn_grenade_local(spawn_pos, throw_vel, 1)
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@@ -145,7 +145,7 @@ func update(delta: float) -> void:
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# Require looking mostly along the wall (angle > 41 degrees from normal)
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# and inputting mostly along the wall (angle > 31 degrees from normal, allows W+A/D diagonally into wall)
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if absf(h_look.dot(wall_n)) < 0.75 and absf(wish_dir.dot(wall_n)) < 0.85:
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if abs(h_look.dot(wall_n)) < 0.75 and abs(wish_dir.dot(wall_n)) < 0.85:
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machine.switch_to("wall_run")
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return
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@@ -96,7 +96,7 @@ func update(delta: float) -> void:
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if wish_dir.length_squared() > 0.01 and not machine.input_crouch:
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for i in range(player.get_slide_collision_count()):
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var col = player.get_slide_collision(i)
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if absf(col.get_normal().y) < 0.3: # Hit a wall
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if abs(col.get_normal().y) < 0.3: # Hit a wall
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var max_step_height = 0.95
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var space_state = player.get_world_3d().direct_space_state
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var feet_y = player.global_position.y - (machine.original_capsule_height / 2.0)
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@@ -209,7 +209,7 @@ func update(delta: float) -> void:
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# Require looking mostly along the wall (angle > 41 degrees from normal)
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# and inputting mostly along the wall (angle > 31 degrees from normal, allows W+A/D diagonally into wall)
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if absf(h_look.dot(wall_n)) < 0.75 and absf(wish_dir.dot(wall_n)) < 0.85:
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if abs(h_look.dot(wall_n)) < 0.75 and abs(wish_dir.dot(wall_n)) < 0.85:
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machine.switch_to("wall_run")
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return
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