way too many changes to list, oops. big rewrite.
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@ -33,7 +33,7 @@ func explode() -> void:
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func hit(target: CharacterBody3D) -> void:
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target.damage(damage)
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target.apply_effect(effect)
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if owner_id == 0:
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if Data.preferences.display_tower_damage_indicators:
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spawn_damage_indicator(target.sprite.global_position)
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1
Scripts/Projectiles/explosive_projectile.gd.uid
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Scripts/Projectiles/explosive_projectile.gd.uid
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@ -0,0 +1 @@
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uid://cubn2iabwg3
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1
Scripts/Projectiles/homing_projectile.gd.uid
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Scripts/Projectiles/homing_projectile.gd.uid
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@ -0,0 +1 @@
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uid://dwr38fukjqu7r
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@ -9,6 +9,7 @@ var force: float = 2.0
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var damage: float = 0.0
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var lifetime: float = 10.0
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var time_alive: float = 0.0
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var effect: Effect
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func _ready() -> void:
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@ -20,10 +21,10 @@ func _process(delta: float) -> void:
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func spawn_damage_indicator(pos: Vector3) -> void:
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if damage > 0:
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if effect.damage > 0:
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var marker: Node3D = damage_particle_scene.instantiate()
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get_tree().root.add_child(marker)
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marker.set_number(damage)
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marker.set_number(effect.damage)
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marker.position = pos
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1
Scripts/Projectiles/projectile.gd.uid
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1
Scripts/Projectiles/projectile.gd.uid
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@ -0,0 +1 @@
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uid://bifvnevs5y4nj
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1
Scripts/Projectiles/status_applying_projectile.gd.uid
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1
Scripts/Projectiles/status_applying_projectile.gd.uid
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@ -0,0 +1 @@
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uid://ba2aqn82wo747
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