Is it working! Really!
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@ -146,7 +146,8 @@ func _on_state_change(old_state_name:String, new_state :State):
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var debug_speed_tracker :Vector2
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var debug_speed_tracker :Vector2
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func new_move_actor_as_desired(_delta :float,
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func new_move_actor_as_desired(_delta :float,
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_state :StateAnimatedActor,
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_state :StateAnimatedActor,
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_movement_override_normal := Vector2(0,0)) -> Vector2:
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_movement_override_normal := Vector2(0,0),
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_velocity_override := Vector2(0,0)) -> Vector2:
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## Calculated movement speed.
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## Calculated movement speed.
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var movement_params :Dictionary = {
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var movement_params :Dictionary = {
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"_base_h_move_speed" : _state.horizontal_speed,
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"_base_h_move_speed" : _state.horizontal_speed,
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@ -159,6 +160,11 @@ func new_move_actor_as_desired(_delta :float,
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var calc_velocity = Vector2.ZERO
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var calc_velocity = Vector2.ZERO
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var calc_acceleration = Vector2.ZERO
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var calc_acceleration = Vector2.ZERO
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var calc_inertia :Vector2
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var calc_inertia :Vector2
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##TODO: make sure velocity variable exists since we rely on it
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## Calc from the _velocity_override instead of current object velocity
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if _velocity_override.x != 0.0:
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calc_inertia.x = abs(_velocity_override.x)
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else:
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calc_inertia.x = abs(velocity.x)
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calc_inertia.x = abs(velocity.x)
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##TODO: Only implemented horizontal so far.
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##TODO: Only implemented horizontal so far.
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calc_inertia.y = velocity.y
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calc_inertia.y = velocity.y
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@ -182,20 +188,20 @@ func new_move_actor_as_desired(_delta :float,
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move_direction = resolve_move_direction(calc_inertial_dir, desired_movement_vector)
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move_direction = resolve_move_direction(calc_inertial_dir, desired_movement_vector)
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## Which direction will acceleration be applied.
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## Which direction will acceleration be applied.
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calc_acceleration.x = resolve_h_acceleration(movement_params, h_speed, move_direction.x)
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calc_acceleration.x = resolve_h_acceleration(movement_params, velocity, move_direction.x)
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## Direction of inertia not equal to move direction
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## Direction of inertia not equal to move direction
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## If inertia is applying in a direction
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## If inertia is applying in a direction
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if calc_inertial_dir.x:
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# if calc_inertial_dir.x:
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## And it doesn't apply in the same direction as our movement direction
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# ## And it doesn't apply in the same direction as our movement direction
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if calc_inertial_dir.x != sign(move_direction.x):
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# if calc_inertial_dir.x != sign(move_direction.x):
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## Apply the direction of acceleration and apply as friction
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# ## Apply the direction of acceleration and apply as friction
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# Friction allows the inertia to trend toward 0 instead of the
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# # Friction allows the inertia to trend toward 0 instead of the
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# 'To' direction of speed.
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# # 'To' direction of speed.
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##
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# ##
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#calc_friction.x = calc_acceleration.x * -1
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# #calc_friction.x = calc_acceleration.x * -1
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calc_friction.x = calc_acceleration.x
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# calc_friction.x = calc_acceleration.x
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calc_acceleration.x = 0.0
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# calc_acceleration.x = 0.0
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@ -217,10 +223,13 @@ func new_move_actor_as_desired(_delta :float,
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calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, (calc_acceleration.x * _delta))
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calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, (calc_acceleration.x * _delta))
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else:
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else:
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## use of move_toward forcing need to apply negative accel as postitive.
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## use of move_toward forcing need to apply negative accel as postitive.
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calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, abs(calc_acceleration.x * _delta))
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#calc_inertia.x = move_toward(calc_inertia.x, h_speed.y, abs(calc_acceleration.x * _delta))
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calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
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h_speed.y , h_speed.x)
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var foo = 3
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## Apply friction
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## Apply friction
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calc_inertia.x = move_toward(calc_inertia.x, 0, (calc_friction.x * _delta))
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#calc_inertia.x = move_toward(calc_inertia.x, 0, (calc_friction.x * _delta))
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# calc_inertia.x = clamp( calc_inertia.x + (calc_friction.x * _delta),
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# calc_inertia.x = clamp( calc_inertia.x + (calc_friction.x * _delta),
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# 0 , h_speed.y)
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# 0 , h_speed.y)
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@ -240,13 +249,15 @@ func new_move_actor_as_desired(_delta :float,
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elif calc_inertia.x != 0.0: ## We still have inertia but no difference in movement
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elif calc_inertia.x != 0.0: ## We still have inertia but no difference in movement
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if calc_acceleration.x != 0.0: # We are applying acceleration
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if calc_acceleration.x != 0.0: # We are applying acceleration
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## Move back towards the base speed
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## Move back towards the base speed
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calc_inertia.x = move_toward(calc_inertia.x, h_speed.x, ( calc_acceleration.x * _delta))
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# calc_inertia.x = clamp( calc_inertia.x + (calc_acceleration.x * _delta),
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# if calc_inertia.x > h_speed.x:
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# h_speed.x , h_speed.y)
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# calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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# calc_inertia.x, h_speed.x)
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if calc_inertia.x < h_speed.x:
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# else:
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calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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# calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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calc_inertia.x, h_speed.x)
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# h_speed.x, calc_inertia.x)
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else:
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calc_inertia.x = clamp( calc_inertia.x + ( calc_acceleration.x * _delta),
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h_speed.x, calc_inertia.x)
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else: ## No longer applying acceleration
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else: ## No longer applying acceleration
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## Neutralize the inertia? but how?
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## Neutralize the inertia? but how?
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## Recalc the acceleration with inertia
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## Recalc the acceleration with inertia
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@ -342,7 +353,7 @@ func resolve_h_speed(_params :Dictionary) -> Vector2:
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# return Vector2(0,inertia)
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# return Vector2(0,inertia)
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return Vector2(base_speed,base_speed)
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return Vector2(base_speed,base_speed)
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func resolve_h_acceleration(_params :Dictionary, _speed :Vector2, _move_direction :float) -> float:
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func resolve_h_acceleration(_params :Dictionary, _inertia :Vector2, _move_direction :float) -> float:
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## TODO: Adjust for jerk, determine if we're currently experiencing accel
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## TODO: Adjust for jerk, determine if we're currently experiencing accel
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## if a speed difference applies
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## if a speed difference applies
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var _acceleration :float = 0.0
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var _acceleration :float = 0.0
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@ -350,17 +361,21 @@ func resolve_h_acceleration(_params :Dictionary, _speed :Vector2, _move_directio
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_acceleration = _params["_base_h_move_acceleration"] + _params["_base_h_move_modifier_move_acceleration"]
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_acceleration = _params["_base_h_move_acceleration"] + _params["_base_h_move_modifier_move_acceleration"]
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else:
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else:
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_acceleration = _params["_base_h_move_acceleration"]
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_acceleration = _params["_base_h_move_acceleration"]
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##TODO: Add part where offset acceleration only applies until the inertia equals the offset or whatever
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#_acceleration *= sign(_move_direction)
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#_acceleration *= sign(_move_direction)
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## Well this didn't work
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## Well this didn't work
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#_acceleration = _params["_base_h_move_acceleration"] + _params["_base_h_move_modifier_move_acceleration"]
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#_acceleration = _params["_base_h_move_acceleration"] + _params["_base_h_move_modifier_move_acceleration"]
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## If the indented movedirection doesn't match our velocity direction
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#return _acceleration
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if _inertia.x != 0.0 and sign(_inertia.x) != sign(_move_direction):
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if _speed.x < _speed.y:
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return _acceleration
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elif _speed.x > _speed.y:
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return _acceleration * -1
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return _acceleration * -1
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elif sign(_move_direction) != 0:
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## If no velocity or it matches just return as is.
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return _acceleration
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# No accel returned unless intended
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return 0.0
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return 0.0
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func resolve_move_direction(_momentum :Vector2,
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func resolve_move_direction(_momentum :Vector2,
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@ -12,6 +12,6 @@ name = "roll"
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horizontal_speed = 150.0
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horizontal_speed = 150.0
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horizontal_acceleration = 1.36422e-12
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horizontal_acceleration = 1.36422e-12
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horizontal_speed_offset = -140.0
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horizontal_speed_offset = -140.0
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horizontal_speed_offset_acceleration = 50.0
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horizontal_speed_offset_acceleration = -50.0
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jerk_factor = 0.0
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jerk_factor = 0.0
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animation_sequence = [ "roll" ]
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animation_sequence = [ "roll" ]
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