way too many changes to list, oops. big rewrite.
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45
Weapons/Overclock/overclock_weapon.gd
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45
Weapons/Overclock/overclock_weapon.gd
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class_name OverclockWeapon extends Weapon
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@export var raycast: RayCast3D
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@export var range_debug_indicator: CSGSphere3D
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var attack_range: float = 0.0
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var effect_duration: float = 0.0
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func _ready() -> void:
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super._ready()
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attack_range = stats.get_attribute("Range")
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effect_duration = stats.get_attribute("EffectDuration")
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raycast.target_position = Vector3(0, 0, -attack_range)
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range_debug_indicator.radius = attack_range
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raycast.global_position = hero.camera.global_position
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func shoot() -> void:
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super.shoot()
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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: CollisionShape3D = target.shape_owner_get_owner(raycast.get_collider_shape())
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if target_hitbox.get_parent() is TowerBase:
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hit(target, target_hitbox.get_parent())
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#if Data.preferences.display_self_damage_indicators:
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#spawn_damage_indicator(raycast.get_collision_point())
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networked_hit.rpc(get_tree().root.get_path_to(target), get_tree().root.get_path_to(target_hitbox.get_parent()))
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func hit(_target: CharacterBody3D, target_hitbox: TowerBase) -> void:
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#target_hitbox.damage(damage)
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if target_hitbox.tower:
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target_hitbox.tower.big_speed_buff_timer += effect_duration
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@rpc("reliable")
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func networked_hit(target_path: String, target_hitbox_path: String) -> void:
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#var target: CharacterBody3D = get_tree().root.get_node(target_path)
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var target_hitbox: TowerBase = get_tree().root.get_node(target_hitbox_path) as TowerBase
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hit(null, target_hitbox)
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#if Data.preferences.display_party_damage_indicators:
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#spawn_damage_indicator(target.sprite.global_position)
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