way too many changes to list, oops. big rewrite.
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@ -19,7 +19,7 @@ func shoot() -> void:
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if raycast.is_colliding():
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var target: CharacterBody3D = raycast.get_collider()
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if target != null:
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var target_hitbox: Hitbox = target.shape_owner_get_owner(raycast.get_collider_shape())
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var target_hitbox: CollisionShape3D = 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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if Data.preferences.display_self_damage_indicators:
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1
Scripts/Weapons/hitscan_weapon.gd.uid
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Scripts/Weapons/hitscan_weapon.gd.uid
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@ -0,0 +1 @@
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uid://bp3o5klntwmhd
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@ -20,7 +20,9 @@ func networked_shoot() -> void:
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func networked_spawn_projectile(peer_id: int, direction: Vector3) -> void:
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var projectile: Projectile = projectile_scene.instantiate() as Projectile
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projectile.position = global_position
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projectile.damage = damage
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var effect: Effect = Effect.new()
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effect.damage = damage
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projectile.effect = effect
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projectile.direction = direction
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projectile.force = force
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projectile.owner_id = peer_id
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1
Scripts/Weapons/projectile_weapon.gd.uid
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Scripts/Weapons/projectile_weapon.gd.uid
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@ -0,0 +1 @@
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uid://d2gdg2lcedfgg
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1
Scripts/Weapons/shapecast_weapon.gd.uid
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Scripts/Weapons/shapecast_weapon.gd.uid
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@ -0,0 +1 @@
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uid://1l1qccgmp5ih
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1
Scripts/Weapons/status_applying_weapon.gd.uid
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Scripts/Weapons/status_applying_weapon.gd.uid
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@ -0,0 +1 @@
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uid://dqcjfcecqhuec
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@ -1,6 +1,7 @@
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class_name Weapon extends Node3D
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signal energy_changed(energy: int)
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signal energy_spent(energy: int, type: Data.EnergyType)
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signal energy_recharged(energy: int, type: Data.EnergyType)
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@export var stats: CardText
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@export var animator: AnimationPlayer
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@ -13,7 +14,7 @@ var trigger_held: bool = false
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var second_trigger_held: bool = false
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var time_since_firing: float = 0.0
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var time_between_shots: float = 0.0
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var damage: float = 0.0
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var damage: int = 0
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var max_energy: float = 100.0
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var current_energy: float = 100.0
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var energy_cost: float = 1.0
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@ -21,12 +22,16 @@ var recharging: bool = false
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var recharge_speed: float = 0.0
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var recharge_acceleration: float = 2.0
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var recharge_max_speed: float = 25.0
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#var time_since_trigger: float = 0.0
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var prev_energy_int: int = 0.0
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func _ready() -> void:
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time_between_shots = stats.get_attribute("Fire Delay")
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damage = stats.get_attribute("Damage")
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energy_cost = stats.get_attribute("Energy")
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damage = int(stats.get_attribute("Damage"))
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#energy_cost = stats.get_attribute("Energy")
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max_energy = stats.get_attribute("Energy")
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current_energy = max_energy
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func set_hero(value: Hero) -> void:
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@ -41,22 +46,33 @@ func _process(delta: float) -> void:
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current_energy += recharge_speed * delta
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if current_energy >= max_energy:
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current_energy = max_energy
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energy_changed.emit(current_energy)
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recharging = false
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if stats.energy_type == Data.EnergyType.CONTINUOUS:
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energy_recharged.emit(recharge_speed * delta, stats.energy_type)
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if stats.energy_type == Data.EnergyType.DISCRETE and int(current_energy) > prev_energy_int:
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energy_recharged.emit(1, stats.energy_type)
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prev_energy_int = int(current_energy)
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#energy_changed.emit(current_energy)
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if time_since_firing < time_between_shots:
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time_since_firing += delta
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if trigger_held and stats.energy_type == Data.EnergyType.CONTINUOUS:
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current_energy -= delta
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energy_spent.emit(delta, stats.energy_type)
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func _physics_process(_delta: float) -> void:
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func _physics_process(delta: float) -> void:
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if trigger_held and current_energy >= energy_cost and time_since_firing >= time_between_shots:
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if stats.energy_type == Data.EnergyType.DISCRETE:
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current_energy -= 1
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energy_spent.emit(1, stats.energy_type)
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time_since_firing -= time_between_shots
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current_energy -= energy_cost
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energy_changed.emit(current_energy)
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shoot()
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networked_shoot.rpc()
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func hold_trigger() -> void:
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trigger_held = true
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recharge_timer.stop()
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func release_trigger() -> void:
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1
Scripts/Weapons/weapon.gd.uid
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1
Scripts/Weapons/weapon.gd.uid
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@ -0,0 +1 @@
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uid://blh4s3v07ycwa
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