ani fixed
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@@ -89,6 +89,8 @@ var synced_position: Vector3 = Vector3.ZERO
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var synced_velocity: Vector3 = Vector3.ZERO
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var synced_is_ads: bool = false
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var synced_wall_side: float = 0.0 # -1 wall left, +1 wall right (wall-glide bank)
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var synced_wall_normal: Vector3 = Vector3.ZERO
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var synced_wall_contact_point: Vector3 = Vector3.ZERO
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var synced_helmet_closed: bool = false
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var synced_is_dancing: bool = false # dance emote (B), shown on the model
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## Which of the five routines in DanceRoutines is playing. Replicated, so other
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@@ -1071,6 +1073,8 @@ func _physics_process(_delta: float) -> void:
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# otherwise the first movement frame still samples last frame's Idle.
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if visual.has_method("set_wall_side"):
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visual.set_wall_side(sm.wall_side)
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if visual.has_method("set_wall_surface"):
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visual.set_wall_surface(sm.wall_normal, sm.wall_contact_point)
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if visual.has_method("set_wall_glide_motion"):
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visual.set_wall_glide_motion(velocity)
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elif visual.has_method("set_wall_run_motion"):
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@@ -1089,6 +1093,8 @@ func _physics_process(_delta: float) -> void:
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synced_movement_speed = Vector2(velocity.x, velocity.z).length()
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synced_is_crouching = sm.input_crouch
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synced_wall_side = sm.wall_side
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synced_wall_normal = sm.wall_normal
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synced_wall_contact_point = sm.wall_contact_point
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synced_position = position
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synced_velocity = velocity
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@@ -1167,6 +1173,9 @@ func _process(delta: float) -> void:
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visual.set_locomotion(d.x, d.y, 1.0 if synced_is_ads else 0.0)
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if visual.has_method("set_wall_side"):
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visual.set_wall_side(synced_wall_side)
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if visual.has_method("set_wall_surface"):
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visual.set_wall_surface(
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synced_wall_normal, synced_wall_contact_point)
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if visual.has_method("set_wall_glide_motion"):
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visual.set_wall_glide_motion(synced_velocity)
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elif visual.has_method("set_wall_run_motion"):
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