inching towards better class inheritence and multiplayer compatibility
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37
Scripts/Weapons/hitscan_weapon.gd
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37
Scripts/Weapons/hitscan_weapon.gd
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extends Weapon
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class_name HitscanWeapon
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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 := 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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raycast.target_position = Vector3(0, 0, -attack_range)
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range_debug_indicator.radius = attack_range
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raycast.global_position = hero.camera.global_position
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func shoot():
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super.shoot()
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if raycast.is_colliding():
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var target = raycast.get_collider()
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if target != null:
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var target_hitbox = target.shape_owner_get_owner(raycast.get_collider_shape())
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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 hit(_target, target_hitbox : Hitbox):
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target_hitbox.damage(damage)
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@rpc("reliable")
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func networked_hit(target_path : String, target_hitbox_path : String):
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var target = get_tree().root.get_node(target_path)
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var target_hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox
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hit(target, target_hitbox)
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