void parry()
{
if(parryTimer > PARRY_DELAY_SECONDS && !throwing && !hurt) {
charge = 0;
retical.charge = 0;
maxSpeed = MAX_RUN_SPEED;
retical.visible = false;
parrying = true;
play("parry");
animation.reset();
parryTimer = 0;
G.state.DoInSeconds(PARRY_STUN_SECONDS, () => {
if(parrying && !hurt) {
play("parryReturn");
animation.reset();
}
});
}
}