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I realized I didn't need an extra Node2D
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@@ -42,7 +42,7 @@ func _process(_delta: float) -> void:
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func _physics_process(_delta: float) -> void:
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for i: Player in get_tree().get_nodes_in_group("Players"):
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if not i.sprite.sprite_frames.has_animation("PoseDoor"): i.can_pose = false; continue
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if i.can_pose and i.global_position >= %PosePoint.global_position and i.sprite.sprite_frames.has_animation("PoseDoor"):
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if i.can_pose and i.global_position >= global_position and i.sprite.sprite_frames.has_animation("PoseDoor"):
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i.is_posing = true; i.can_pose = false
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i.play_animation("PoseDoor")
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i.sprite.animation_finished.connect(on_pose_finished.bind(i))
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