now that's an animation
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28
systems/head/fp_state_machine.tres
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28
systems/head/fp_state_machine.tres
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[gd_resource type="AnimationNodeStateMachine" load_steps=6 format=3 uid="uid://3r5oeg0ho0d4"]
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_adm0b"]
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animation = &"hit1"
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[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_73q32"]
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animation = &"idle"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_adm0b"]
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advance_mode = 2
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_7r4t3"]
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advance_mode = 2
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advance_condition = &"on_hit"
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[sub_resource type="AnimationNodeStateMachineTransition" id="AnimationNodeStateMachineTransition_2u8w7"]
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break_loop_at_end = true
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switch_mode = 2
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advance_mode = 2
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[resource]
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states/Start/position = Vector2(100, 91)
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states/hit1/node = SubResource("AnimationNodeAnimation_adm0b")
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states/hit1/position = Vector2(511, 61)
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states/idle/node = SubResource("AnimationNodeAnimation_73q32")
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states/idle/position = Vector2(331, 91)
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transitions = ["Start", "idle", SubResource("AnimationNodeStateMachineTransition_adm0b"), "idle", "hit1", SubResource("AnimationNodeStateMachineTransition_7r4t3"), "hit1", "idle", SubResource("AnimationNodeStateMachineTransition_2u8w7")]
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graph_offset = Vector2(-82, -9)
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