complete move patterns
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@ -195,6 +195,7 @@ public partial class PlayerController : CharacterBody3D
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private StateChartState _onWallHugging;
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private StateChartState _onWallHanging;
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private StateChartState _falling;
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private StateChartState _to_weapon_dash;
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private Transition _onJumpFromWall;
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private Transition _onMegajumpFromWall;
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@ -282,6 +283,7 @@ public partial class PlayerController : CharacterBody3D
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_megaJump = StateChartState.Of(GetNode("StateChart/Root/Movement/Jump/MegaJump"));
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_doubleJumpEnabled = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/DoubleJumpEnabled"));
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_falling = StateChartState.Of(GetNode("StateChart/Root/Movement/Airborne/Falling"));
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_to_weapon_dash = StateChartState.Of(GetNode("StateChart/Root/Movement/Dashing/ToWeaponDash"));
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_onWall = StateChartState.Of(GetNode("StateChart/Root/Movement/OnWall"));
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_onJumpFromWall = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/OnJump"));
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_onMegajumpFromWall = Transition.Of(GetNode("StateChart/Root/Movement/OnWall/OnMegajump"));
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@ -428,7 +430,6 @@ public partial class PlayerController : CharacterBody3D
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}
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public void HandleWallHanging(float delta)
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{
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GD.Print("Hanging");
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WallHang(delta);
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}
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