fixed up some damage number bugs
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@@ -9,7 +9,6 @@ signal energy_recharged(energy: int, type: Data.EnergyType)
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@export var audio_player: AudioStreamPlayer3D
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@export var recharge_timer: Timer
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var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn")
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var hero: Hero
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var trigger_held: bool = false
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var second_trigger_held: bool = false
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@@ -86,14 +85,6 @@ func release_second_trigger() -> void:
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second_trigger_held = false
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func spawn_damage_indicator(pos: Vector3) -> void:
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if 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(damage)
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marker.position = pos
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func shoot() -> void:
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animator.play("shoot")
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audio_player.play()
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