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Copy file name to clipboardExpand all lines: README.md
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@@ -58,7 +58,7 @@ In addition, the Aim state allows some finer-tuned changes, like whether the aim
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While the scenes can be modified extensively with new nodes and raw code, the state machine model allow for some simple, new functionality with relative ease.
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As an example, there is the `Extensions` folder which contains additional player states for using the aiming view to fire a hookshot that pulls you towards the reticle. Once those states have been added to the Player's `Move` state, you only need to replace the `pass` in Move's `enter` with code like `owner.camera.connect("aim_fired", self, "on_Camera_aim_fired")` and Move's `exit` with code like `owner.camera.disconnect("aim_fired", self, "on_Camera_aim_fired")`
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As an example, there is the `Extensions` folder which contains additional player states for using the aiming view to fire a hookshot that pulls you towards the reticle. Once those states have been added to the Player's `Move` state, you only need to replace the return statement in Move's `enter` with code like `owner.camera.connect("aim_fired", self, "on_Camera_aim_fired")` and Move's `exit` with code like `owner.camera.disconnect("aim_fired", self, "on_Camera_aim_fired")`
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