way too many changes to list, oops. big rewrite.
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19
Projectiles/Bomb/bomb_projectile.gd
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19
Projectiles/Bomb/bomb_projectile.gd
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class_name BombProjectile extends ExplosiveProjectile
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var max_bounces: int = 1
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var bounces: int = 0
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func _ready() -> void:
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apply_central_impulse(direction.normalized() * force)
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#print(direction.length())
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#print(force)
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if owner_id == 0:
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max_bounces = 0
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func _on_body_entered(_body: Node) -> void:
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bounces += 1
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var collided_body: bool = get_colliding_bodies()[0].get_collision_layer_value(3)
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if bounces > max_bounces or collided_body:
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explode()
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