Action nodes work better now
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@@ -115,7 +115,10 @@ CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
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->state("sitting-ground")
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->animation("sitting-ground")
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->end()
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->transition_end("swimming-edge-climb", "idle")
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->state("sitting-chair")
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->animation("sitting-chair")
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->end()
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->transition_end("swimming-edge-climb", "idle")
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->transition_end("hanging-climb", "idle")
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->transition_end("pass-character", "idle")
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->end()
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@@ -375,7 +378,8 @@ CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
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.kind(flecs::OnUpdate)
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.with<Character>()
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.without<CharacterInActuator>()
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.each([](flecs::entity e, const CharacterBase &ch,
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.without<CharacterControlDisable>()
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.each([](flecs::entity e, const CharacterBase &ch,
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AnimationControl &anim) {
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if (!anim.configured)
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return;
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@@ -395,6 +399,7 @@ CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
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.with<Character>()
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.with<Player>()
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.without<CharacterInActuator>()
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.without<CharacterControlDisable>()
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.each([](flecs::entity e, const Input &input,
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const CharacterBase &ch, AnimationControl &anim) {
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if (!anim.configured)
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@@ -474,6 +479,7 @@ CharacterAnimationModule::CharacterAnimationModule(flecs::world &ecs)
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.kind(flecs::OnUpdate)
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.with<Character>()
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.with<Player>()
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.without<CharacterControlDisable>()
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.each([](flecs::entity e, const Input &input,
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const CharacterBase &ch, AnimationControl &anim,
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CharacterInActuator &act) {
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