@@ -19,7 +19,7 @@ var _portrait_holder_reference: Node = null
1919## STATE
2020## ##################################################################################################
2121
22- func clear_game_state (clear_flag := Dialogic .ClearFlags .FULL_CLEAR ):
22+ func clear_game_state (clear_flag := DialogicGameHandler .ClearFlags .FULL_CLEAR ):
2323 for character in dialogic .current_state_info .get ('portraits' , {}).keys ():
2424 remove_character (load (character ))
2525 dialogic .current_state_info ['portraits' ] = {}
@@ -279,9 +279,9 @@ func join_character(character:DialogicCharacter, portrait:String, position_idx:
279279 if animation_name .is_empty ():
280280 animation_length = _get_join_default_length ()
281281 if animation_wait :
282- dialogic .current_state = Dialogic .States .ANIMATING
282+ dialogic .current_state = DialogicGameHandler .States .ANIMATING
283283 await get_tree ().create_timer (animation_length ).timeout
284- dialogic .current_state = Dialogic .States .IDLE
284+ dialogic .current_state = DialogicGameHandler .States .IDLE
285285 move_character (character , position_idx , animation_length )
286286 change_character_mirror (character , mirrored )
287287 return
@@ -311,9 +311,9 @@ func join_character(character:DialogicCharacter, portrait:String, position_idx:
311311 var anim :DialogicAnimation = _animate_portrait (character_node , animation_name , animation_length )
312312
313313 if animation_wait :
314- dialogic .current_state = Dialogic .States .ANIMATING
314+ dialogic .current_state = DialogicGameHandler .States .ANIMATING
315315 await anim .finished
316- dialogic .current_state = Dialogic .States .IDLE
316+ dialogic .current_state = DialogicGameHandler .States .IDLE
317317
318318 return character_node
319319
@@ -445,9 +445,9 @@ func leave_character(character:DialogicCharacter, animation_name :String = "", a
445445 anim .finished .connect (remove_character .bind (character ))
446446
447447 if animation_wait :
448- dialogic .current_state = Dialogic .States .ANIMATING
448+ dialogic .current_state = DialogicGameHandler .States .ANIMATING
449449 await anim .finished
450- dialogic .current_state = Dialogic .States .IDLE
450+ dialogic .current_state = DialogicGameHandler .States .IDLE
451451 else :
452452 remove_character (character )
453453
@@ -462,9 +462,9 @@ func leave_all_characters(animation_name:String="", animation_length:float= 0, a
462462 animation_wait = ProjectSettings .get_setting ('dialogic/animations/leave_default_wait' , true )
463463
464464 if animation_wait :
465- dialogic .current_state = Dialogic .States .ANIMATING
465+ dialogic .current_state = DialogicGameHandler .States .ANIMATING
466466 await get_tree ().create_timer (animation_length ).timeout
467- dialogic .current_state = Dialogic .States .IDLE
467+ dialogic .current_state = DialogicGameHandler .States .IDLE
468468
469469
470470## Removes the given characters portrait. Only works with joined characters
@@ -615,6 +615,6 @@ func change_speaker(speaker:DialogicCharacter= null, portrait:= ""):
615615## Called from the [portrait=something] text effect.
616616func text_effect_portrait (text_node :Control , skipped :bool , argument :String ) -> void :
617617 if argument :
618- if Dialogic .current_state_info .get ('speaker' , null ):
619- change_character_portrait (load (Dialogic .current_state_info .speaker ), argument )
620- change_speaker (load (Dialogic .current_state_info .speaker ), argument )
618+ if dialogic .current_state_info .get ('speaker' , null ):
619+ change_character_portrait (load (dialogic .current_state_info .speaker ), argument )
620+ change_speaker (load (dialogic .current_state_info .speaker ), argument )
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