feat: implement weapon framework, hitscan logic, and player movement controller with state management
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@@ -7,6 +7,8 @@ var can_self_damage: bool = false
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var falloff_curve: float = 1.0 # 1.0 is linear, 2.0 is quadratic (steep drop)
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func _on_hit(result: Dictionary) -> void:
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if not result.collider.has_method("take_damage"):
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ImpactSpawner.spawn(get_tree(), "crater", result.position, result.normal, explosion_radius * 1.5)
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_explode(result.position)
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queue_free()
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