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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@@ -98,12 +98,13 @@ func detect_wall() -> Vector3:
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hvel = Vector3.FORWARD
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var space_state := machine.player.get_world_3d().direct_space_state
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for offset_sign in [1.0, -1.0]:
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var offset := hvel.cross(Vector3.UP) * offset_sign * machine.player.shape_owner_get_owner(0).shape_get_radius() if false else hvel.cross(Vector3.UP) * offset_sign * 0.4
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var ray := PhysicsRayQueryParameters3D.create(origin + offset + Vector3.UP * params.wall_ray_up_height, origin + offset + Vector3.DOWN * params.wall_ray_down_height)
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var dir: Vector3 = (hvel.cross(Vector3.UP) * offset_sign).normalized()
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var offset: Vector3 = dir * 0.4
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var ray := PhysicsRayQueryParameters3D.create(origin + offset + Vector3.UP * params.wall_ray_up_height, origin + offset - Vector3.DOWN * params.wall_ray_down_height)
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ray.exclude = [machine.player.get_rid()]
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var hit := space_state.intersect_ray(ray)
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if not hit.is_empty():
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var n := hit.get("normal", Vector3.ZERO)
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var n: Vector3 = hit.get("normal", Vector3.ZERO)
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if n.y < 0.3 and n.length_squared() > 0.0:
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return n.normalized()
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return Vector3.ZERO
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