fix: avoid typed @onready infer crash for MovementStateMachine
player_movement_controller.gd: use Node + get_node() instead of typed MovementStateMachine + $ shorthand so runtime set_script paths don't crash on @implicit_ready
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@@ -27,7 +27,7 @@ func _unhandled_input(event: InputEvent) -> void:
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_machine.input_dir = input_v
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@onready var _machine: MovementStateMachine = $MovementStateMachine
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@onready var _machine: Node = get_node("MovementStateMachine")
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func _ready() -> void:
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