Removed shoot() from controllers. Removed idle animation from laser
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@@ -33,6 +33,8 @@ func _ready() -> void:
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func _physics_process(delta: float) -> void:
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super._physics_process(delta)
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shoot()
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if blink_charge < BLINK_CHARGE_MAXIMUM:
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blink_charge += delta
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blink_charge_indicator.value = blink_charge
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@@ -103,7 +103,6 @@ position = Vector2(-11, 0)
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[connection signal="accelerate" from="PlayerController" to="." method="accelerate"]
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[connection signal="blink" from="PlayerController" to="." method="_blink"]
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[connection signal="shoot" from="PlayerController" to="." method="shoot"]
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[connection signal="armor_updated" from="Health" to="." method="_on_armor_updated"]
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[connection signal="hull_updated" from="Health" to="." method="_on_hull_updated"]
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[connection signal="shield_updated" from="Health" to="." method="_on_shield_updated"]
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