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
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@@ -221,7 +221,6 @@ func _spawn_player(pid: int) -> CharacterBody3D:
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head_pivot.params = player.params
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# Authority configuration
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var is_local = (pid == multiplayer.get_unique_id())
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if is_local:
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_player = player
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player.set_physics_process(true)
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