Proper RESET animations
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@ -74,6 +74,7 @@ func _ready():
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# Reset the camera position
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HEADBOB_ANIMATION.play("RESET")
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JUMP_ANIMATION.play("RESET")
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CROUCH_ANIMATION.play("RESET")
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func _physics_process(delta):
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@ -14,33 +14,6 @@ material = SubResource("StandardMaterial3D_kp17n")
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_uy03j"]
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[sub_resource type="Animation" id="Animation_pqev3"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Mesh:position")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 1, 0)]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("Head:position")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 1.5, 0)]
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}
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[sub_resource type="Animation" id="Animation_5ec5e"]
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resource_name = "crouch"
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length = 0.2
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@ -105,9 +78,73 @@ tracks/4/keys = {
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"values": [Vector3(0, 1.5, 0), Vector3(0, 1.12508, 0)]
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}
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[sub_resource type="Animation" id="Animation_j8cx7"]
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resource_name = "RESET"
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("Mesh:scale")
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tracks/0/interp = 2
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(1, 1, 1)]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("Collision:scale")
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tracks/1/interp = 2
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(1, 1, 1)]
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("Mesh:position")
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tracks/2/interp = 2
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 1, 0)]
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}
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tracks/3/type = "value"
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tracks/3/imported = false
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tracks/3/enabled = true
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tracks/3/path = NodePath("Collision:position")
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tracks/3/interp = 2
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tracks/3/loop_wrap = true
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tracks/3/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 1, 0)]
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}
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tracks/4/type = "value"
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tracks/4/imported = false
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tracks/4/enabled = true
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tracks/4/path = NodePath("Head:position")
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tracks/4/interp = 2
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tracks/4/loop_wrap = true
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tracks/4/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 1.5, 0)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_5e5t5"]
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_data = {
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"RESET": SubResource("Animation_pqev3"),
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"RESET": SubResource("Animation_j8cx7"),
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"crouch": SubResource("Animation_5ec5e")
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}
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@ -246,6 +283,18 @@ tracks/0/keys = {
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"update": 0,
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"values": [Vector3(0.0349066, 0, 0)]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("Camera:position")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0, 0, 0)]
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}
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[sub_resource type="Animation" id="Animation_s07ye"]
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resource_name = "jump"
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