animation fixes, combo trigger break, new attack animation settings
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@@ -198,13 +198,18 @@ namespace Invector.vMelee
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// The TimeController now reliably handles resetting the time scale via its own coroutine.
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// A manual reset here is no longer necessary and could cause conflicts.
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/*
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if (mFighter != null && resetAttackTrigger)
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/*
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if (mFighter != null && resetAttackTrigger)
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{
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mFighter.ResetAttackTriggers();
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if (debug) Debug.Log($"({damageType}) Final trigger reset on exit due to 'Reset Attack Trigger' flag.");
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}
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*/
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if (_comboWindowEffectTriggered && TimeController.Instance != null)
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{
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mFighter.ResetAttackTriggers();
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if (debug) Debug.Log($"({damageType}) Final trigger reset on exit due to 'Reset Attack Trigger' flag.");
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_comboWindowEffectTriggered = false;
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TimeController.Instance.Reset();
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}
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*/
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if (_characterController != null && _isRotationLockedByThis)
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{
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_characterController.lockRotation = false;
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@@ -148,6 +148,10 @@ namespace Beyond
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{
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cc.animator.SetInteger(vAnimatorParameters.AttackID, AttackID);
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cc.animator.SetTrigger(vAnimatorParameters.WeakAttack);
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if (TimeController.Instance != null)
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{
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TimeController.Instance.Reset(); // Ensure normal time scale on attack start
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}
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}
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public virtual void MeleeStrongAttackInput()
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