fixed the parity between air and land enemies. +added a lot of new cards
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extends Weapon
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@export var shapecast : ShapeCast3D
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@export var particlesystem : GPUParticles3D
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@export var status_stats : StatusStats
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func _ready() -> void:
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cooldown = 1.0 / stats.fire_rate
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func set_raycast_origin(node):
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pass
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func shoot():
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if other_cooldown <= 0 and stats != null:
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other_cooldown = cooldown
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particlesystem.emitting = true
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$AnimationPlayer.play("shoot")
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for index in shapecast.get_collision_count():
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var target = shapecast.get_collider(index) as CharacterBody3D
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var status = StatusCold.new()
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status.stats = status_stats
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target.status_manager.add_effect(status)
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func release_trigger():
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trigger_held = false
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particlesystem.emitting = false
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