pathfinding rework for now
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@ -36,13 +36,13 @@ func hit(target: CharacterBody3D) -> void:
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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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spawn_damage_indicator(target.d_n.global_position)
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if owner_id == multiplayer.get_unique_id():
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if Data.preferences.display_self_damage_indicators:
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spawn_damage_indicator(target.sprite.global_position)
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spawn_damage_indicator(target.d_n.global_position)
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if owner_id != 0 and owner_id != multiplayer.get_unique_id():
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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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spawn_damage_indicator(target.d_n.global_position)
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@rpc("reliable")
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