fix: resolve parse errors in skinned_player_model and level_runtime

- Remove duplicate is_local variable in level_runtime.gd line 224
- Remove orphaned animation code from old load_model in skinned_player_model.gd
- Both files now compile cleanly
This commit is contained in:
2026-06-23 11:02:22 -04:00
parent 5e12502a18
commit 89ddac072b
2 changed files with 0 additions and 34 deletions
-33
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@@ -94,39 +94,6 @@ func load_model(path: String) -> void:
print("SkinnedPlayerModel: playing '%s'" % anim_list[0])
else:
print("SkinnedPlayerModel: WARNING - no AnimationPlayer found")
anim_lib.add_animation(anim.name, anim)
print("SkinnedPlayerModel: copied animation '%s' (%.2fs)" % [anim.name, anim.length])
if src_data.nla_tracks:
for track in src_data.nla_tracks:
for strip in track.strips:
if strip.action:
var anim = strip.action.copy()
anim_lib.add_animation(anim.name, anim)
print("SkinnedPlayerModel: copied NLA animation '%s'" % anim.name)
animation_player.add_animation_library("", anim_lib)
else:
print("SkinnedPlayerModel: WARNING - no animation_data found")
if animation_player:
var anim_list = animation_player.get_animation_list()
print("SkinnedPlayerModel: %d animations available:" % anim_list.size())
for anim in anim_list:
var a = animation_player.get_animation(anim)
print(" - %s (%.2fs, loop=%s)" % [anim, a.length, a.loop_mode])
if animation_player.has_animation("idle"):
animation_player.play("idle")
print("SkinnedPlayerModel: playing 'idle'")
elif animation_player.has_animation("Idle"):
animation_player.play("Idle")
print("SkinnedPlayerModel: playing 'Idle'")
elif anim_list.size() > 0:
animation_player.play(anim_list[0])
print("SkinnedPlayerModel: playing '%s'" % anim_list[0])
else:
print("SkinnedPlayerModel: ERROR - no AnimationPlayer available")
func _setup_first_person() -> void:
# In first person, hide the head and upper body so only arms/hands/legs show