fix: guard for cases where no animations are set.
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@@ -453,7 +453,8 @@ func turn_to(object: Node, wait: float = 0.0):
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# Play the talking animation
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func start_talking():
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# Only start the speaking animation if we actually have them setup
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if animations.speaks.size() > 0 \
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if animations.speaks != null \
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and animations.speaks.size() > 0 \
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and get_animation_player() \
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and _movable.last_dir >= 0 \
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and _movable.last_dir < animations.speaks.size():
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@@ -466,7 +467,8 @@ func start_talking():
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# Stop playing the talking animation
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func stop_talking():
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if animations.speaks.size() > 0 \
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if animations.speaks != null \
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and animations.speaks.size() > 0 \
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and get_animation_player() \
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and _movable.last_dir >= 0 \
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and _movable.last_dir < animations.speaks.size():
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