feat: implement procedural humanoid animations, modular weapon system, and dummy entity base classes
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@@ -39,7 +39,7 @@ func _ready() -> void:
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_update_label()
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func take_damage(amount: float, hit_position: Vector3, source: Node = null) -> void:
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func take_damage(amount: float, hit_position: Vector3, source: Node = null, impulse: Vector3 = Vector3.ZERO) -> void:
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if is_dead:
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return
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@@ -33,7 +33,7 @@ func _ready() -> void:
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dps_label.modulate = Color(1, 0.8, 0)
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add_child(dps_label)
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func take_damage(amount: float, hit_position: Vector3, source: Node = null) -> void:
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func take_damage(amount: float, hit_position: Vector3, source: Node = null, impulse: Vector3 = Vector3.ZERO) -> void:
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var now = Time.get_ticks_msec() / 1000.0
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damage_history.append({"time": now, "amount": amount})
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@@ -82,7 +82,7 @@ func _physics_process(delta: float) -> void:
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var current_h_speed = Vector2(velocity.x, velocity.z).length()
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visual_node.update_state("ground", current_h_speed)
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func take_damage(amount: float, hit_position: Vector3, source: Node = null) -> void:
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func take_damage(amount: float, hit_position: Vector3, source: Node = null, impulse: Vector3 = Vector3.ZERO) -> void:
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if is_dead:
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return
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