feat: implement procedural humanoid animations, modular weapon system, and dummy entity base classes
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@@ -58,7 +58,8 @@ func _on_hit(result: Dictionary) -> void:
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final_damage = lerpf(damage, min_damage, falloff_factor)
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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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if not owner_player or owner_player.is_multiplayer_authority():
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result.collider.take_damage(final_damage, result.position, owner_player)
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elif result.collider is StaticBody3D or result.collider is CSGShape3D:
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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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