pathfinding rework for now
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@ -5,4 +5,4 @@ func apply_effect(effect: Effect, targets: Array[EnemyController]) -> void:
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for enemy: EnemyController in targets:
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enemy.apply_effect(effect)
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if Data.preferences.display_tower_damage_indicators and effect.damage > 0:
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spawn_damage_indicator(effect.damage, enemy.sprite.global_position)
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spawn_damage_indicator(effect.damage, enemy.d_n.global_position)
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