Recoil system
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11 changed files with 144 additions and 8 deletions
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models/molikman_ingame.glb
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models/molikman_ingame.glb
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models/molikman_ingame.glb.import
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models/molikman_ingame.glb.import
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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animation/trimming=false
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animation/remove_immutable_tracks=true
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animation/import_rest_as_RESET=false
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import_script/path=""
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materials/extract=0
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materials/extract_format=0
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materials/extract_path=""
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_subresources={}
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gltf/naming_version=2
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gltf/embedded_image_handling=1
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models/molikman_ingame_tex_Molikman.png
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models/molikman_ingame_tex_Molikman.png
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After Width: | Height: | Size: 461 KiB |
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models/molikman_ingame_tex_Molikman.png.import
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models/molikman_ingame_tex_Molikman.png.import
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@ -0,0 +1,44 @@
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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path.s3tc="res://.godot/imported/molikman_ingame_tex_Molikman.png-5702ec26cbf18695fea633cff99e732a.s3tc.ctex"
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metadata={
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generator_parameters={
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source_file="res://models/molikman_ingame_tex_Molikman.png"
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dest_files=["res://.godot/imported/molikman_ingame_tex_Molikman.png-5702ec26cbf18695fea633cff99e732a.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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@ -21,6 +21,12 @@ PlayerGlobal="*res://scripts/player/player_global.gd"
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Lobby="*res://scripts/multiplayer/lobby.gd"
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Session="*res://scripts/multiplayer/session.gd"
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[display]
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window/size/viewport_width=1280
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window/size/viewport_height=720
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window/stretch/mode="viewport"
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[input]
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plr_forward={
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@ -130,10 +130,12 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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shape = SubResource("CapsuleShape3D_u8vuu")
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0)
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transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 0, 2, 0)
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cull_mask = 1048573
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fov = 90.0
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script = ExtResource("3_qhqgy")
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compensation_time = 0.1
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compensation_delay = 0.1
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[node name="molikman_hands" parent="Camera3D" instance=ExtResource("4_dqkch")]
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transform = Transform3D(-1, 0, -8.742278e-08, 0, 1, 0, 8.742278e-08, 0, -1, 0, -1, 0)
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@ -248,10 +250,11 @@ crosses_offset = 3.0
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_qhqgy")
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[node name="WeaponSystem" type="Node" parent="." node_paths=PackedStringArray("default_pistol", "animation_player")]
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[node name="WeaponSystem" type="Node" parent="." node_paths=PackedStringArray("default_pistol", "animation_player", "camera")]
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script = ExtResource("4_qlg0r")
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default_pistol = NodePath("StartingPistol")
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animation_player = NodePath("../Camera3D/molikman_hands/AnimationPlayer")
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camera = NodePath("../Camera3D")
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[node name="StartingPistol" parent="WeaponSystem" instance=ExtResource("7_fjrip")]
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@ -64,7 +64,7 @@ func _physics_process(delta: float) -> void:
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir := Input.get_vector("plr_strafe_l", "plr_strafe_r", "plr_forward", "plr_back")
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var input_dir := Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
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var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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@ -1,24 +1,59 @@
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extends Camera3D
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const COLLINEAR = 1.5707963267948966
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class_name PlayerCamera
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@export var SENSITIVITY = 0.02
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var vertical_compensation : float
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var compensation_tween: Tween
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var compensate: bool = false
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var compensation_speed: float
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@export var compensation_time: float = 1.0
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@export var compensation_delay: float = 0.5
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func _enter_tree() -> void:
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set_multiplayer_authority(get_parent().name.to_int())
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func _ready() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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# Move to level controller when possible
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#Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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if not is_multiplayer_authority():
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return
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current = true
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func _process(delta: float) -> void:
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if compensate:
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if abs(vertical_compensation) <= 0.001:
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vertical_compensation = 0
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compensate = false
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return
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rotate_camera(0,compensation_speed * delta)
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func _input(event: InputEvent) -> void:
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if not is_multiplayer_authority():
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return
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if event is InputEventMouseMotion:
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get_parent().rotate_y(-event.relative.x * SENSITIVITY)
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rotate_x(-event.relative.y * SENSITIVITY)
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rotation.x = clamp(rotation.x,-COLLINEAR,COLLINEAR)
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rotate_camera(-event.relative.x * SENSITIVITY,-event.relative.y * SENSITIVITY)
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func rotate_camera(x,y) -> void:
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get_parent().rotate_y(x)
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rotation.x = clamp(rotation.x + y,-PI/2,PI/2)
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orthonormalize()
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if sign(vertical_compensation) == sign(y):
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vertical_compensation -= y
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func recoil(x,y) -> void:
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rotate_camera(x,y)
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vertical_compensation -= y
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if compensation_tween:
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compensation_tween.kill()
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compensation_tween = create_tween()
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compensation_tween.tween_interval(compensation_delay)
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compensation_tween.tween_callback(start_compensating)
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func start_compensating() -> void:
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compensate = true
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print(vertical_compensation)
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compensation_speed = vertical_compensation / compensation_time
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@ -34,6 +34,7 @@ func fire() -> void:
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raycast.get_collider().hp -= damage
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fire_timer.start()
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machine.player_camera.recoil(0,0.1)
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func with_morphems(animation):
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return machine.animation_prefix + ((animation+"_empty") if emptyable and machine.ammo == 0 else animation)
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@ -9,6 +9,7 @@ class_name WeaponSubStateMachine
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var system: WeaponSystem
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var animation_player: AnimationPlayer
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var player_camera: PlayerCamera
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func _ready() -> void:
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for child in get_children():
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@ -6,6 +6,7 @@ class_name WeaponSystem
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@export var default_knife: WeaponSubStateMachine
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@export var animation_player: AnimationPlayer
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@export var camera: PlayerCamera
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var current_state: WeaponSubStateMachine
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@ -27,6 +28,7 @@ func _ready() -> void:
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if child is WeaponSubStateMachine:
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child.system = self
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child.animation_player = animation_player
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child.player_camera = camera
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else:
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push_warning("Child of weapon system is not ability or weapon")
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@ -46,6 +48,8 @@ func add(state: WeaponSubStateMachine, slot: StringName) -> void:
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slots[slot] = state
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state.system = self
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state.animation_player = animation_player
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state.player_camera = camera
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func switch(to: StringName):
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