Fixed my dumb mistakes
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95140d071d
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1741293959
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@ -302,6 +302,11 @@ points = PoolVector2Array( 0, 0, 16, 0, 16, 16, 0, 16 )
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0/autotile/z_index_map = [ ]
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0/occluder_offset = Vector2( 0, 0 )
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0/navigation_offset = Vector2( 0, 0 )
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0/shape_offset = Vector2( 0, 0 )
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0/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
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0/shape = SubResource( 48 )
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0/shape_one_way = false
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0/shape_one_way_margin = 1.0
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0/shapes = [ {
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"autotile_coord": Vector2( 0, 0 ),
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"one_way": false,
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@ -35,7 +35,7 @@ config/icon="res://icon.png"
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UserData="*res://addons/github-integration/scripts/user_data.gd"
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IconLoaderGithub="*res://addons/github-integration/scripts/IconLoaderGithub.gd"
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RestHandler="*res://addons/github-integration/scripts/RestHandler.gd"
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globals="*res://script/globals.gd"
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Globals="*res://script/globals.gd"
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[debug]
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@ -1,10 +1,10 @@
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extends Sprite
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onready var ShootDelay : Timer = $ShootDelay
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onready var ProjectileSpawn : Timer = $ProjectileSpawn
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onready var ProjectileSpawn : Position2D = $ProjectileSpawn
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onready var Player = get_parent().get_parent()
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export var projectile_ps = globals.WHITE_PROJECTILE_PS
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var projectile_ps = Globals.WHITE_PROJECTILE_PS
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func fire_projectile(rot):
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if ShootDelay.is_stopped() and Player.energy != 0:
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@ -15,4 +15,4 @@ func fire_projectile(rot):
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temp.global_position = ProjectileSpawn.global_position
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temp.rotation_degrees = rot
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temp.launch()
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ShootDelay.start()
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ShootDelay.start()
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@ -1,4 +1,4 @@
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extends Node
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const TILE_SIZE = 16
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const WHITE_PROJECTILE_PS = preload("res://magic/projectiles/WhiteProjectile.tscn")
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var WHITE_PROJECTILE_PS = preload("res://magic/projectiles/WhiteProjectile.tscn")
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