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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@@ -55,8 +55,7 @@ func update(delta: float) -> void:
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return
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# Lose wall contact
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var still_on_wall := machine.wall_normal != Vector3.ZERO and
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detect_wall(machine.wall_normal).length_squared() > 0.0
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var still_on_wall: bool = machine.wall_normal != Vector3.ZERO and detect_wall(machine.wall_normal).length_squared() > 0.0
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if not still_on_wall:
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machine.wall_normal = Vector3.ZERO
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machine.register_chain_mechanic("wall_run_off")
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