changed hand mechanics to discard to a new hand every round
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@@ -14,6 +14,8 @@ func enter_state() -> void:
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hero.weapons[hero.equipped_weapon].current_energy = hero.weapons[hero.equipped_weapon].max_energy
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hero.weapons[hero.equipped_weapon].current_energy = hero.weapons[hero.equipped_weapon].max_energy
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#this had to be commented out coz the new energy bar thinks "energy changed" is "energy used"
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#this had to be commented out coz the new energy bar thinks "energy changed" is "energy used"
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#weapons[equipped_weapon].energy_changed.emit(weapons[equipped_weapon].current_energy)
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#weapons[equipped_weapon].energy_changed.emit(weapons[equipped_weapon].current_energy)
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for x: int in hero.hand.contents.size():
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hero.discard_pile.add(hero.hand.remove_at(hero.hand.contents.size() - 1))
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hero.weapon_swap_timer.start()
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hero.weapon_swap_timer.start()
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hero.hud.primary_duration.visible = false
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hero.hud.primary_duration.visible = false
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hero.hud.secondary_duration.visible = false
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hero.hud.secondary_duration.visible = false
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