way too many changes to list, oops. big rewrite.
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43
Weapons/Gatling/weapon_gatling.gd
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43
Weapons/Gatling/weapon_gatling.gd
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class_name GatlingWeapon extends HitscanWeapon
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var time_since_firing_started: float = 0.0
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var time_to_reach_max_speed: float = 0.0
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var max_speed_multiplier: float = 0.0
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var current_time_between_shots: float = 0.0
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var final_time_between_shots: float = 0.0
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func _ready() -> void:
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super._ready()
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time_to_reach_max_speed = stats.get_attribute("Speed Time")
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max_speed_multiplier = stats.get_attribute("Speed Multiplier")
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final_time_between_shots = time_between_shots / max_speed_multiplier
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func _process(delta: float) -> void:
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super._process(delta)
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if trigger_held:
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if 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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time_since_firing_started += delta
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var progress: float = clamp(time_since_firing_started / time_to_reach_max_speed, 0.0, 1.0)
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current_time_between_shots = lerpf(time_between_shots, final_time_between_shots, progress)
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if current_energy < energy_cost:
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time_since_firing_started = 0.0
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current_time_between_shots = time_between_shots
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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 >= current_time_between_shots:
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time_since_firing -= current_time_between_shots
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#current_energy -= energy_cost
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#energy_spent.emit(current_energy)
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shoot()
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networked_shoot.rpc()
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func release_trigger() -> void:
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super.release_trigger()
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time_since_firing_started = 0.0
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current_time_between_shots = time_between_shots
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