feat: add state machine movement classes, double barrel shotgun weapon, and test level builder utility
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@@ -64,8 +64,8 @@ func _build_input_map() -> void:
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"sprint": [KEY_SHIFT],
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"crouch": [KEY_CTRL],
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"dash": [KEY_SHIFT],
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"fire": [MOUSE_BUTTON_RIGHT, KEY_F],
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"fire_alt": [MOUSE_BUTTON_LEFT],
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"fire": [MOUSE_BUTTON_LEFT, KEY_F],
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"fire_alt": [MOUSE_BUTTON_RIGHT],
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"reload": [KEY_R],
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"interact": [KEY_E],
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"move_forward": [KEY_W],
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@@ -262,8 +262,9 @@ func _build_lighting() -> void:
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func _build_player() -> void:
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var player := CharacterBody3D.new()
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player.name = "Player"
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player.position = Vector3(0, 1.0, 8)
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player.position = Vector3(0, 1.0, 0)
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add_child(player)
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_player = player
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# Collision shape
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var col_shape := CollisionShape3D.new()
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@@ -316,6 +317,16 @@ func _build_player() -> void:
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camera.current = true
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camera.fov = 90.0
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head_pivot.add_child(camera)
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# ── Temporary Weapon Setup ──────────────────────────────────────────────────
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# TODO: Change how the player is given weapons in the future to a loadout schema.
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var shotgun_script = preload("res://weapons/double_barrel_shotgun.gd")
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if shotgun_script:
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var shotgun = shotgun_script.new()
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shotgun.name = "DoubleBarrelShotgun"
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shotgun.player = player
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shotgun.camera = camera
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camera.add_child(shotgun)
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var rig_script = preload("res://characters/player/fps_camera_rig.gd")
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if rig_script:
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