class_name HitscanWeapon extends Weapon @export var raycast: RayCast3D @export var range_debug_indicator: CSGSphere3D var attack_range: float = 0.0 func _ready() -> void: super._ready() attack_range = stats.get_attribute("Range") raycast.target_position = Vector3(0, 0, -attack_range) range_debug_indicator.radius = attack_range raycast.global_position = hero.camera.global_position func shoot() -> void: super.shoot() if raycast.is_colliding(): var target: CharacterBody3D = raycast.get_collider() if target != null: var target_hitbox: Hitbox = target.shape_owner_get_owner(raycast.get_collider_shape()) if target_hitbox is Hitbox: hit(target, target_hitbox) if Data.preferences.display_self_damage_indicators: spawn_damage_indicator(raycast.get_collision_point()) networked_hit.rpc(get_tree().root.get_path_to(target), get_tree().root.get_path_to(target_hitbox)) func hit(_target: CharacterBody3D, target_hitbox: Hitbox) -> void: target_hitbox.damage(damage) @rpc("reliable") func networked_hit(target_path: String, target_hitbox_path: String) -> void: var target: CharacterBody3D = get_tree().root.get_node(target_path) var target_hitbox: Hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox hit(target, target_hitbox) if Data.preferences.display_party_damage_indicators: spawn_damage_indicator(target.sprite.global_position)