fixed up some damage number bugs
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@@ -35,15 +35,15 @@ func explode() -> void:
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func hit(target: CharacterBody3D) -> void:
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target.apply_effect(effect)
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if owner_id == 0:
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if Data.preferences.display_tower_damage_indicators:
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spawn_damage_indicator(target.d_n.global_position)
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if owner_id == multiplayer.get_unique_id():
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if Data.preferences.display_self_damage_indicators:
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spawn_damage_indicator(target.d_n.global_position)
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if owner_id != 0 and owner_id != multiplayer.get_unique_id():
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if Data.preferences.display_party_damage_indicators:
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spawn_damage_indicator(target.d_n.global_position)
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#if owner_id == 0:
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#if Data.preferences.display_tower_damage_indicators:
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#spawn_damage_indicator(target.d_n.global_position)
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#if owner_id == multiplayer.get_unique_id():
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#if Data.preferences.display_self_damage_indicators:
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#spawn_damage_indicator(target.d_n.global_position)
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#if owner_id != 0 and owner_id != multiplayer.get_unique_id():
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#if Data.preferences.display_party_damage_indicators:
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#spawn_damage_indicator(target.d_n.global_position)
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@rpc("reliable")
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@@ -3,9 +3,8 @@ extends RigidBody3D
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@export var collision_shape: CollisionShape3D
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var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn")
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var owner_id: int = 0 #should be left unchanged by towers, 1 for host, peer_id on peers
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var direction: Vector3= Vector3.FORWARD
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var direction: Vector3 = Vector3.FORWARD
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var force: float = 2.0
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var damage: float = 0.0
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var lifetime: float = 10.0
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@@ -21,14 +20,6 @@ func _process(delta: float) -> void:
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time_alive += delta
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func spawn_damage_indicator(pos: Vector3) -> void:
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if effect.damage > 0:
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var marker: Node3D = damage_particle_scene.instantiate()
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get_tree().root.add_child(marker)
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marker.set_number(effect.damage)
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marker.position = pos
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func _on_body_entered(_body: Node) -> void:
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pass # Replace with function body.
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