class_name HitscanWeapon extends Weapon @export var raycast: RayCast3D @export var range_debug_indicator: CSGSphere3D var attack_range: float = 0.0 func _ready() -> void: super._ready() attack_range = stats.get_attribute("Range") func _process(delta: float) -> void: super._process(delta) raycast.global_position = hero.camera.global_position raycast.target_position = Vector3(0, 0, -attack_range) func shoot() -> void: super.shoot() if raycast.is_colliding(): var target: CharacterBody3D = raycast.get_collider() if target != null and target is EnemyController: var hitbox: Hitbox = target.shape_owner_get_owner(raycast.get_collider_shape()) hit(hitbox, raycast.get_collision_point()) networked_hit.rpc(get_tree().root.get_path_to(hitbox), raycast.get_collision_point()) if particle_emitter: particle_emitter.global_position = raycast.get_collision_point() particle_emitter.process_material.direction = raycast.get_collision_normal() particle_emitter.restart() particle_emitter.emitting = true func hit(hitbox: Hitbox, hit_pos: Vector3) -> void: hitbox.damage(damage, Data.DamageIndicationType.PLAYER, hit_pos) @rpc("reliable") func networked_hit(hitbox_path: String, hit_pos: Vector3) -> void: var hitbox: Hitbox = get_tree().root.get_node(hitbox_path) as Hitbox hitbox.damage(damage, Data.DamageIndicationType.OTHER_PLAYER, hit_pos)