fixed up some damage number bugs
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@@ -9,6 +9,8 @@ var next_node: FlowNode :
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return next_node
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set(value):
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next_node = value
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if next_node == null:
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return
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var found_point: bool = false
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while !found_point:
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#TODO: make deterministic random
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@@ -44,9 +46,11 @@ func walk(delta: float) -> void:
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var distance_travelled: float = (speed * clampf(speed, 0.0, 1.0)) * delta
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distance_remaining -= distance_travelled
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character.global_position = character.global_position.move_toward(next_pos, distance_travelled)
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character.look_at(next_pos)
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if character.global_position.distance_to(next_pos) <= 0.05:
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var distance_to_next_pos: float = character.global_position.distance_to(next_pos)
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if distance_to_next_pos <= 0.05:
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next_node = next_node.best_path
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else:
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character.look_at(next_pos)
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func _physics_process(delta: float) -> void:
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