conforms file names to consistant standard
This commit is contained in:
43
scripts/weapons/hitscan_weapon.gd
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43
scripts/weapons/hitscan_weapon.gd
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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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var attack_range: float = 0.0
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func _ready() -> void:
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super._ready()
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attack_range = stats.get_attribute("Range")
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func _process(delta: float) -> void:
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super._process(delta)
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raycast.global_position = hero.camera.global_position
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raycast.target_position = Vector3(0, 0, -attack_range)
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func shoot() -> void:
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super.shoot()
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if raycast.is_colliding():
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var target: CharacterBody3D = raycast.get_collider()
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if target != null and target is EnemyController:
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var hitbox: Hitbox = target.shape_owner_get_owner(raycast.get_collider_shape())
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hit(hitbox, raycast.get_collision_point())
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networked_hit.rpc(get_tree().root.get_path_to(hitbox), raycast.get_collision_point())
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if particle_emitter:
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particle_emitter.global_position = raycast.get_collision_point()
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particle_emitter.process_material.direction = raycast.get_collision_normal()
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particle_emitter.restart()
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particle_emitter.emitting = true
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func hit(hitbox: Hitbox, hit_pos: Vector3) -> void:
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hitbox.damage(damage, Data.DamageIndicationType.PLAYER, hit_pos)
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@rpc("reliable")
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func networked_hit(hitbox_path: String, hit_pos: Vector3) -> void:
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var hitbox: Hitbox = get_tree().root.get_node(hitbox_path) as Hitbox
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hitbox.damage(damage, Data.DamageIndicationType.OTHER_PLAYER, hit_pos)
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1
scripts/weapons/hitscan_weapon.gd.uid
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1
scripts/weapons/hitscan_weapon.gd.uid
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uid://bp3o5klntwmhd
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32
scripts/weapons/projectile_weapon.gd
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32
scripts/weapons/projectile_weapon.gd
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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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var force: float = 20.0
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var projectile_id: int = 0
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func shoot() -> void:
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super.shoot()
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networked_spawn_projectile.rpc(multiplayer.get_unique_id(), -global_transform.basis.z)
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@rpc("reliable")
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func networked_shoot() -> void:
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super.networked_shoot()
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@rpc("reliable", "call_local")
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func networked_spawn_projectile(peer_id: int, direction: Vector3) -> void:
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var projectile: Projectile = projectile_scene.instantiate() as Projectile
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projectile.position = global_position
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var effect: Effect = Effect.new()
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effect.damage = damage
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projectile.effect = effect
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projectile.direction = direction
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projectile.force = force
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projectile.owner_id = peer_id
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projectile.name = str(peer_id) + str(projectile_id)
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get_tree().root.add_child(projectile)
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projectile_id += 1
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1
scripts/weapons/projectile_weapon.gd.uid
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1
scripts/weapons/projectile_weapon.gd.uid
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uid://d2gdg2lcedfgg
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51
scripts/weapons/shapecast_weapon.gd
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51
scripts/weapons/shapecast_weapon.gd
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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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@export var status_stats: StatusStats
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@export var particles: GPUParticles3D
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var attack_range: float = 0.0
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func _ready() -> void:
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super._ready()
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attack_range = stats.get_attribute("Range")
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range_debug_indicator.radius = attack_range
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shapecast.shape.size.z = attack_range
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shapecast.target_position = -hero.camera.basis.z * (attack_range / 2.0)
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func _process(delta: float) -> void:
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super._process(delta)
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particles.emitting = trigger_held
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func shoot() -> void:
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super.shoot()
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for index: int in shapecast.get_collision_count():
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var target: CharacterBody3D = shapecast.get_collider(index)
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if target:
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var target_hitbox: Hitbox = target.shape_owner_get_owner(shapecast.get_collider_shape(index))
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if target_hitbox is Hitbox:
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hit(target, target_hitbox)
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networked_hit.rpc(get_tree().root.get_path_to(target), get_tree().root.get_path_to(target_hitbox))
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func build_status_object() -> StatusEffect:
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var status: StatusEffect = StatusEffect.new()
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status.stats = status_stats
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return status
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func hit(target: CharacterBody3D, target_hitbox: Hitbox) -> void:
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target_hitbox.damage(damage)
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target.status_manager.add_effect(build_status_object())
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@rpc("reliable")
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func networked_hit(target_path: String, target_hitbox_path: String) -> void:
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var target: CharacterBody3D = get_tree().root.get_node(target_path) as CharacterBody3D
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var target_hitbox: Hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox
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hit(target, target_hitbox)
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1
scripts/weapons/shapecast_weapon.gd.uid
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1
scripts/weapons/shapecast_weapon.gd.uid
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uid://1l1qccgmp5ih
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15
scripts/weapons/status_applying_weapon.gd
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15
scripts/weapons/status_applying_weapon.gd
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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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func hit(hitbox: Hitbox, hit_pos: Vector3) -> void:
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super.hit(hitbox, hit_pos)
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hitbox.add_effect(build_status_object())
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func build_status_object() -> StatusEffect:
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var status: StatusEffect = StatusEffect.new()
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status.stats = status_stats
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return status
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1
scripts/weapons/status_applying_weapon.gd.uid
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1
scripts/weapons/status_applying_weapon.gd.uid
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uid://dqcjfcecqhuec
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113
scripts/weapons/weapon.gd
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113
scripts/weapons/weapon.gd
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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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signal energy_changed(energy: float)
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signal fired()
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@export var stats: CassetteText
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@export var animator: AnimationPlayer
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@export var audio_player: AudioStreamPlayer3D
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@export var recharge_timer: Timer
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@export var particle_emitter: GPUParticles3D
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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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var time_since_firing: float = 0.0
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var time_between_shots: float = 0.0
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var damage: int = 0
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var max_energy: float = 100.0
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var current_energy: float = 100.0
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var energy_cost: float = 1.0
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var recharging: bool = false
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var recharge_speed: float = 0.0
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var recharge_acceleration: float = 3.0
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var recharge_max_speed: float = 30.0
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var duration: int = 0
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#var time_since_trigger: float = 0.0
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func _ready() -> void:
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recharge_timer.wait_time = Data.weapon_recharge_delay
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stats = stats.weapon_features_applied()
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time_between_shots = stats.get_attribute("Fire Delay")
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damage = int(stats.get_attribute("Damage"))
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#energy_cost = stats.get_attribute("Energy")
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max_energy = stats.get_attribute("Energy")
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current_energy = max_energy
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func set_hero(value: Hero) -> void:
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hero = value
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func _process(delta: float) -> void:
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if recharging:
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recharge_speed += recharge_acceleration * delta
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if recharge_speed > recharge_max_speed:
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recharge_speed = recharge_max_speed
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current_energy += recharge_speed * delta
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if current_energy >= max_energy:
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current_energy = max_energy
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recharging = false
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energy_recharged.emit(recharge_speed * delta, stats.energy_type)
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energy_changed.emit(current_energy)
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if time_since_firing < time_between_shots:
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time_since_firing += delta
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if trigger_held and stats.energy_type == Data.EnergyType.CONTINUOUS:
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current_energy -= delta
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energy_spent.emit(delta, stats.energy_type)
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energy_changed.emit(current_energy)
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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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current_energy -= 1
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current_energy = floorf(current_energy)
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energy_spent.emit(1, stats.energy_type)
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energy_changed.emit(current_energy)
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time_since_firing -= time_between_shots
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shoot()
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networked_shoot.rpc()
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func hold_trigger() -> void:
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trigger_held = true
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recharge_timer.stop()
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func release_trigger() -> void:
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if trigger_held:
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recharge_timer.start()
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trigger_held = false
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func hold_second_trigger() -> void:
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second_trigger_held = true
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func release_second_trigger() -> void:
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second_trigger_held = false
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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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recharging = false
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recharge_speed = 0.0
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recharge_timer.stop()
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fired.emit()
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@rpc
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func networked_shoot() -> void:
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animator.play("shoot")
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audio_player.play()
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func _on_timer_timeout() -> void:
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recharging = true
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1
scripts/weapons/weapon.gd.uid
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1
scripts/weapons/weapon.gd.uid
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@@ -0,0 +1 @@
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uid://blh4s3v07ycwa
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