just reorganised files thats it
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@@ -1,4 +1,5 @@
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class_name PathEditTool extends Node3D
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class_name PathEditTool
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extends Node3D
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@export var hero: Hero
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@export var inventory: Inventory
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@@ -16,7 +17,6 @@ var ray_collider: Object
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var ray_point: Vector3
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var last_point: FlowNode
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var last_tower_base: TowerBase
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var interact_key_held: bool = false
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var interacted_once: bool = false
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var interact_held_time: float = 0.0
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@@ -1,4 +1,5 @@
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class_name Hero extends CharacterBody3D
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class_name Hero
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extends CharacterBody3D
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signal ready_state_changed(state: bool)
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@@ -39,13 +40,9 @@ var game_manager: GameManager
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var hovering_item: InteractButton = null
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var weapons_spawn_count: int = 0 #Used to prevent node name collisions for multiplayer
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var inventory_selected_index: int = 0
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#var equipped_card: Card
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#var offhand_card: Card
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var equipped_weapon: int = 0
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var weapons: Array[Weapon] = [null, null]
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var cards: Array[Card] = [null, null]
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#var weapon: Weapon
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#var offhand_weapon: Weapon
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var weapons_active: bool = false
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var paused: bool = false
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var editing_mode: bool = true
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@@ -28,7 +28,7 @@
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[ext_resource type="Texture2D" uid="uid://bs2mskoyvyehv" path="res://Assets/Textures/crosshair159.png" id="25_l7gpx"]
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[ext_resource type="AudioStream" uid="uid://bxripx3suub1v" path="res://Audio/cardPlace3.ogg" id="26_7tm07"]
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[ext_resource type="Texture2D" uid="uid://0x80ptif1diq" path="res://Assets/Textures/hand_small_point.png" id="26_dfkac"]
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[ext_resource type="PackedScene" uid="uid://c2id8hjico4w8" path="res://energy_bar.tscn" id="27_14ugt"]
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[ext_resource type="PackedScene" uid="uid://c2id8hjico4w8" path="res://UI/EnergyBar/energy_bar.tscn" id="27_14ugt"]
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[ext_resource type="AudioStream" uid="uid://k1lsqkvohjpa" path="res://Audio/cardPlace4.ogg" id="27_xvxs8"]
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[ext_resource type="AudioStream" uid="uid://bn8lkvy5wibvo" path="res://Audio/cardSlide1.ogg" id="28_1thk8"]
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[ext_resource type="AudioStream" uid="uid://d32gpcu8w1yvn" path="res://Audio/cardSlide2.ogg" id="29_s0a0l"]
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@@ -1,6 +1,6 @@
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class_name HUD extends CanvasLayer
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class_name HUD
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extends CanvasLayer
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var last_lives_count: int = 120
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@export var player: Hero
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@export var wave_count: Label
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@export var lives_count: Label
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@@ -12,7 +12,6 @@ var last_lives_count: int = 120
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@export var minimap_viewport: SubViewport
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@export var fps_label: Label
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@export var hover_text: RichTextLabel
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var enemy_names: Array[String]
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@export var enemy_sprites: Array[TextureRect]
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@export var enemy_counts: Array[Label]
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@export var pickup_notif_scene: PackedScene
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@@ -24,6 +23,8 @@ var enemy_names: Array[String]
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@export var enemy_card_scene: PackedScene
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@export var new_energy_bar: EnergyBar
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var last_lives_count: int = 120
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var enemy_names: Array[String]
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var map_anchor: Node3D
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var audio_guard: bool = false
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var cards: Array[EnemyCardUI] = []
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@@ -155,6 +156,7 @@ func set_crosshair_visible(value: bool) -> void:
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crosshair.set_visible(value)
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#TODO: the fuck is audio_guard for?
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@warning_ignore("unused_parameter")
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func set_weapon_energy(value: int, energy_type: Data.EnergyType) -> void:
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#weapon_energy_bar.value = value
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if player.editing_mode:
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@@ -1,4 +1,5 @@
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class_name PlayerMovement extends Node
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class_name PlayerMovement
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extends Node
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@export var player: CharacterBody3D
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@export var head: Node3D
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@@ -58,7 +59,6 @@ var is_in_climb_zone: bool = false
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var hold_climb: bool = false
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var ragdoll_grace_period_length: float = 0.5
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var ragdoll_grace_period_elapsed: float = 0.0
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var crouching: bool = false
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var prev_crouch_height: float = 0.0
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var new_crouch_height: float = 0.0
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@@ -1,4 +1,5 @@
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class_name ViewMovement extends Node3D
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class_name ViewMovement
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extends Node3D
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@export var player: CharacterBody3D
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@@ -19,7 +20,6 @@ class_name ViewMovement extends Node3D
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var sample_point: float = 0.0
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var speed_factor: float = 0.0
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var trauma: float = 0.0
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var trauma_recovery_speed: float = 0.7
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var camera_shake: float = 0.0
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