feat: implement weapon framework, hitscan logic, and player movement controller with state management
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@@ -146,6 +146,9 @@ func _shoot_hitscan() -> void:
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if result.collider.has_method("take_damage"):
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result.collider.take_damage(damage, result.position, player)
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else:
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# Not a target, spawn a bullet hole
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ImpactSpawner.spawn(get_tree(), "bullet", result.position, result.normal, 0.1)
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# Add this hit to exclude so next loop goes through it
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var exc = query.exclude
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