From dbb86acb5364c9c0aeb8b39f07664bf631a5e8ea Mon Sep 17 00:00:00 2001 From: Ruslan Ignatov Date: Mon, 22 Dec 2025 21:14:18 +0300 Subject: [PATCH] Fixed tesla projectile fading --- game/entities/weapons/tesla/abstract_tesla_projectile.gd | 3 +++ 1 file changed, 3 insertions(+) diff --git a/game/entities/weapons/tesla/abstract_tesla_projectile.gd b/game/entities/weapons/tesla/abstract_tesla_projectile.gd index d56f2fb..af03773 100644 --- a/game/entities/weapons/tesla/abstract_tesla_projectile.gd +++ b/game/entities/weapons/tesla/abstract_tesla_projectile.gd @@ -47,6 +47,8 @@ func _process_hit_for_projectile(collided_body: Node2D) -> void: damage.value = floor(damage.value/2.0) if damage.value == 0: _start_fading() + collision_layer = 0 + collision_mask = 0 _velocity = _apply_random_deviation(_velocity) _start_jink_timer() @@ -122,6 +124,7 @@ func _start_fading() -> void: line_thick.hide() line_thin.show() + line_thin.clear_points() for point in line_thick.points: line_thin.add_point(point)