enabled enforced static typing
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@ -1,27 +1,26 @@
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extends Node3D
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class_name Weapon
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class_name Weapon extends Node3D
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signal energy_changed(energy)
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signal energy_changed(energy: int)
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@export var stats : CardText
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@export var animator : AnimationPlayer
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@export var audio_player : AudioStreamPlayer3D
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@export var recharge_timer : Timer
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@export var stats: CardText
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@export var animator: AnimationPlayer
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@export var audio_player: AudioStreamPlayer3D
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@export var recharge_timer: Timer
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var damage_particle_scene = preload("res://Scenes/damage_particle.tscn")
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var hero : Hero
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var trigger_held := false
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var second_trigger_held := false
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var time_since_firing := 0.0
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var time_between_shots := 0.0
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var damage := 0.0
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var max_energy := 100.0
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var current_energy := 100.0
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var energy_cost := 1.0
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var recharging := false
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var recharge_speed := 0.0
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var recharge_acceleration = 2.0
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var recharge_max_speed = 25.0
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var damage_particle_scene: PackedScene = preload("res://Scenes/damage_particle.tscn")
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var hero: Hero
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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 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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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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func _ready() -> void:
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@ -30,7 +29,7 @@ func _ready() -> void:
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energy_cost = stats.get_attribute("Energy")
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func set_hero(value):
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func set_hero(value: Hero) -> void:
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hero = value
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@ -56,33 +55,33 @@ func _physics_process(_delta: float) -> void:
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networked_shoot.rpc()
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func hold_trigger():
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func hold_trigger() -> void:
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trigger_held = true
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func release_trigger():
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func release_trigger() -> void:
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if trigger_held:
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recharge_timer.start()
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trigger_held = false
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func hold_second_trigger():
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func hold_second_trigger() -> void:
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second_trigger_held = true
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func release_second_trigger():
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func release_second_trigger() -> void:
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second_trigger_held = false
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func spawn_damage_indicator(pos):
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func spawn_damage_indicator(pos: Vector3) -> void:
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if damage > 0:
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var marker = damage_particle_scene.instantiate()
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var marker: Node3D = damage_particle_scene.instantiate()
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get_tree().root.add_child(marker)
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marker.set_number(damage)
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marker.position = pos
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func shoot():
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func shoot() -> void:
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animator.play("shoot")
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audio_player.play()
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recharging = false
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@ -91,7 +90,7 @@ func shoot():
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@rpc
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func networked_shoot():
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func networked_shoot() -> void:
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animator.play("shoot")
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audio_player.play()
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