Reworked other weapons
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@@ -6,12 +6,12 @@ extends AbstractWeapon
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@onready var cooldown_timer : Timer = $CooldownTimer
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@onready var particles : Array[GPUParticles2D] = [
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$RightParticles, $LeftParticles,
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$LeftParticles, $RightParticles,
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]
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var _particles_index := 0
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@onready var muzzles : Array[Node2D] = [
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$RightMuzzle, $LeftMuzzle,
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$Muzzle, $SecondMuzzle,
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]
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var _muzzle_index := 0
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@@ -48,7 +48,7 @@ func _restart_particles() -> void:
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func _get_projectile_position() -> Vector2:
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var projectile_position := muzzles[_muzzle_index].position
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var projectile_position := muzzles[_muzzle_index].global_position - global_position
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_muzzle_index += 1
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if _muzzle_index >= muzzles.size():
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_muzzle_index = 0
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@@ -78,10 +78,10 @@ texture = SubResource("AtlasTexture_ylgjm")
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wait_time = 0.5
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one_shot = true
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[node name="LeftMuzzle" type="Node2D" parent="." index="5"]
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position = Vector2(12, -3)
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[node name="Muzzle" parent="." index="5"]
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position = Vector2(11, -3)
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[node name="RightMuzzle" type="Node2D" parent="." index="6"]
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position = Vector2(12, 3)
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[node name="SecondMuzzle" type="Node2D" parent="." index="6"]
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position = Vector2(11, 3)
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[connection signal="timeout" from="CooldownTimer" to="." method="_on_cooldown_timer_timeout"]
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