DESIGN_MASTER.md §3.1 Weapons table
Weapon
fire()
can_fire()
ammo
reserve_ammo
reload_time
fire_delay
WeaponParams
Blaster
can_fire
Requires PlayerMovementController to attach weapon node to camera.
Will correspond to PR once implemented.
No dependencies set.
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Design ref
DESIGN_MASTER.md §3.1 Weapons table
Acceptance Criteria
Weaponclass (GDScript) extending Node or Area3D with:fire()andcan_fire()virtualsammo,reserve_ammo,reload_time,fire_delayWeaponParamsnested @export resourceBlasterextendsWeapon— hitscan ray, damage=15, fire_rate=0.15scan_fireand reload timer in godot headlessBlocker
Requires PlayerMovementController to attach weapon node to camera.
Closes
Will correspond to PR once implemented.