feat: implement weapon framework, hitscan logic, and player movement controller with state management
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@@ -9,6 +9,7 @@ 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 impact_type: String = "bullet"
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var logical_source = null
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var _previous_position: Vector3
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@@ -58,6 +59,8 @@ func _on_hit(result: Dictionary) -> void:
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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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else:
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var size = 0.4 if impact_type == "plasma" else 0.15
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ImpactSpawner.spawn(get_tree(), impact_type, result.position, result.normal, size)
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# Spawn impact effect? Not needed yet for prototype.
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queue_free()
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