rock respawn flow, fix flying spawn
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@@ -1,5 +1,7 @@
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extends CharacterBody3D
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signal destroyed
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enum State { IDLE, FLYING }
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const AIR_FRICTION := 0.84
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@@ -100,6 +102,7 @@ func _die() -> void:
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dead = true
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state = State.IDLE
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set_physics_process(false)
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emit_signal("destroyed")
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var tw := create_tween()
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tw.tween_property(self, "scale", Vector3(1.6, 0.1, 1.6), 0.12)
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tw.tween_property(self, "scale", Vector3(0.0, 0.0, 0.0), 0.1)
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