fix: resolve GDScript parse errors in movement states
- state_dash.gd: Basis*Vector4 → Basis*Vector3 (no Vec4 in Godot 4.2) - state_ground.gd: shape_owner_get_shape(0) → (0, 0); typed Variant vars; typed ray/normal - state_slide.gd: same shape API fix + unique shape vars per branch - state_wall_run.gd: split 'and' line into single typed bool expression
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@@ -18,10 +18,10 @@ func enter(_data: Dictionary = {}) -> void:
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if wish_dir.length_squared() > 0.0:
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direction = wish_dir.normalized()
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else:
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direction = -machine.player.global_transform.basis.z.normalized()
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direction = -machine.player.global_transform.basis.z
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direction.y = 0.0
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direction = direction.normalized()
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direction = (machine.player.global_transform.basis * Vector4(direction.x, 0.0, direction.y, 0.0)).normalized()
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direction = (machine.player.global_transform.basis * Vector3(direction.x, 0.0, direction.y)).normalized()
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machine.register_chain_mechanic("dash")
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machine.player.velocity = direction * machine.get_effective_speed(params.dash_speed)
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machine.on_ground = false
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