just reorganised files thats it
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@@ -1,4 +1,5 @@
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class_name HitscanWeapon extends Weapon
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class_name HitscanWeapon
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extends Weapon
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@export var raycast: RayCast3D
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@export var range_debug_indicator: CSGSphere3D
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@@ -1,4 +1,5 @@
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class_name ProjectileWeapon extends Weapon
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class_name ProjectileWeapon
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extends Weapon
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@export var projectile_scene: PackedScene
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@@ -1,4 +1,5 @@
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class_name ShapecastWeapon extends Weapon
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class_name ShapecastWeapon
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extends Weapon
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@export var shapecast: ShapeCast3D
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@export var range_debug_indicator: CSGSphere3D
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@@ -1,4 +1,5 @@
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class_name StatusApplyingWeapon extends HitscanWeapon
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class_name StatusApplyingWeapon
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extends HitscanWeapon
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@export var status_stats: StatusStats
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@@ -1,4 +1,5 @@
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class_name Weapon extends Node3D
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class_name Weapon
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extends Node3D
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signal energy_spent(energy: int, type: Data.EnergyType)
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signal energy_recharged(energy: int, type: Data.EnergyType)
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@@ -54,6 +55,7 @@ func _process(delta: float) -> void:
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energy_spent.emit(delta, stats.energy_type)
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@warning_ignore("unused_parameter")
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func _physics_process(delta: float) -> void:
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if trigger_held and current_energy >= energy_cost and time_since_firing >= time_between_shots:
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if stats.energy_type == Data.EnergyType.DISCRETE:
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