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
This commit is contained in:
2026-06-02 23:15:20 -04:00
parent 202f67fa32
commit 6cac1f4032
4 changed files with 17 additions and 17 deletions
+1 -2
View File
@@ -55,8 +55,7 @@ func update(delta: float) -> void:
return
# Lose wall contact
var still_on_wall := machine.wall_normal != Vector3.ZERO and
detect_wall(machine.wall_normal).length_squared() > 0.0
var still_on_wall: bool = machine.wall_normal != Vector3.ZERO and detect_wall(machine.wall_normal).length_squared() > 0.0
if not still_on_wall:
machine.wall_normal = Vector3.ZERO
machine.register_chain_mechanic("wall_run_off")