feat: add plasma gun weapon implementation and new pause menu system with loadout management
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@@ -0,0 +1,59 @@
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extends Node3D
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class_name Projectile
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var velocity: Vector3 = Vector3.ZERO
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var damage: float = 10.0
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var max_range: float = 200.0
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var distance_traveled: float = 0.0
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var owner_player: CharacterBody3D
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var falloff_start: float = 10.0
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var min_damage: float = 5.0
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var drop_gravity: float = 0.0 # For arc projectiles (nailgun might have slight drop, plasma none)
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var _previous_position: Vector3
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func _ready() -> void:
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_previous_position = global_position
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# Automatically destroy after 5 seconds to prevent leaks
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var t = get_tree().create_timer(5.0)
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t.timeout.connect(queue_free)
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func _physics_process(delta: float) -> void:
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# Apply gravity drop if any
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velocity.y -= drop_gravity * delta
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var movement = velocity * delta
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global_position += movement
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distance_traveled += movement.length()
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if distance_traveled > max_range:
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queue_free()
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return
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_check_collision()
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_previous_position = global_position
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func _check_collision() -> void:
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var space_state = get_world_3d().direct_space_state
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var query = PhysicsRayQueryParameters3D.create(_previous_position, global_position)
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if owner_player:
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query.exclude = [owner_player.get_rid()]
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var result = space_state.intersect_ray(query)
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if result:
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_on_hit(result)
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func _on_hit(result: Dictionary) -> void:
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var hit_dist = distance_traveled - (_previous_position.distance_to(result.position))
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var final_damage = damage
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if hit_dist > falloff_start and falloff_start > 0.0:
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var falloff_factor = clampf((hit_dist - falloff_start) / (max_range - falloff_start), 0.0, 1.0)
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final_damage = lerpf(damage, min_damage, falloff_factor)
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if result.collider.has_method("take_damage"):
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result.collider.take_damage(final_damage, result.position, owner_player)
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# Spawn impact effect? Not needed yet for prototype.
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queue_free()
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