feat: implement weapon framework, hitscan logic, and player movement controller with state management
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@@ -146,9 +146,9 @@ func apply_impulse(force: Vector3) -> void:
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# Tiny upward bump helps move_and_slide detach from the floor
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global_position.y += 0.1
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func take_damage(amount: float, hit_pos: Vector3, source: Node = null) -> void:
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func take_damage(amount: float, _hit_pos: Vector3, _source: Node3D = null) -> void:
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# Show damage number for self-damage
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spawn_damage_number(amount, hit_pos)
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spawn_damage_number(amount, _hit_pos)
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func _ensure_machine() -> MovementStateMachine:
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if is_instance_valid(_machine):
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@@ -6,7 +6,6 @@ var params: MovementParams:
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get: return machine.params
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var elapsed: float = 0.0
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var _initial_y_vel: float = 0.0
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var _run_speed: float = 0.0
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var _last_vel: Vector3 = Vector3.ZERO
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