oh man i fixed that status effect bug
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@ -4,10 +4,16 @@ class_name AreaAffector extends Affector
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func apply_effect(effect: Effect, targets: Array[EnemyController]) -> void:
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for i: int in shapecast.get_collision_count():
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var enemy: EnemyController = shapecast.get_collider(i) as EnemyController
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#print(shapecast.get_collider(i))
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if targets.has(enemy):
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if shapecast:
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for i: int in shapecast.get_collision_count():
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var enemy: EnemyController = shapecast.get_collider(i) as EnemyController
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#print(shapecast.get_collider(i))
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if targets.has(enemy):
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enemy.apply_effect(effect)
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if Data.preferences.display_tower_damage_indicators and effect.damage > 0:
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spawn_damage_indicator(effect.damage, enemy.sprite.global_position)
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else:
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for enemy: EnemyController in targets:
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enemy.apply_effect(effect)
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if Data.preferences.display_tower_damage_indicators and effect.damage > 0:
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spawn_damage_indicator(effect.damage, enemy.sprite.global_position)
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