Sword animations now sync
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+10
-2
@@ -392,7 +392,7 @@ func _perform_attack():
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# Fallback to default unarmed attack
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# Don't attack if already attacking
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if _body and _body.animation_player and _body.animation_player.current_animation == "Attack1":
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if _body and _body.animation_player and _body.animation_player.current_animation.begins_with("Attack"):
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return
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if _attack_timer > 0:
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@@ -402,7 +402,9 @@ func _perform_attack():
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# Play attack animation once
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if _body:
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_body.play_attack()
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_body.play_attack("Attack_OneHand")
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# Sync animation to other clients
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_sync_attack_animation.rpc("Attack_OneHand")
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# Find nearest enemy in range
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var space_state = get_world_3d().direct_space_state
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@@ -524,6 +526,12 @@ func _perform_dash():
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# Animation is handled by the Body's animate function (Jump animation plays during dash)
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## Sync attack animation to all clients
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@rpc("any_peer", "call_remote", "unreliable")
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func _sync_attack_animation(anim_name: String):
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if _body:
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_body.play_attack(anim_name)
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## Override hurt animation from BaseUnit
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func _play_hurt_animation():
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if _body and _body.animation_player:
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