fixed camera and sword animation issue and upgraded to Godot 4.6
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@@ -107,7 +107,7 @@ func is_signal_collecting(emitter: Object, signal_name: String) -> bool:
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return _collected_signals.has(emitter) and (_collected_signals[emitter] as Dictionary).has(signal_name)
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func match(emitter :Object, signal_name :String, args :Array) -> bool:
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func match(emitter: Object, signal_name: String, args: Array) -> bool:
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#prints("match", signal_name, _collected_signals[emitter][signal_name]);
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if _collected_signals.is_empty() or not _collected_signals.has(emitter):
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return false
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