Fixed tesla projectile fading
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@@ -47,6 +47,8 @@ func _process_hit_for_projectile(collided_body: Node2D) -> void:
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damage.value = floor(damage.value/2.0)
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damage.value = floor(damage.value/2.0)
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if damage.value == 0:
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if damage.value == 0:
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_start_fading()
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_start_fading()
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collision_layer = 0
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collision_mask = 0
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_velocity = _apply_random_deviation(_velocity)
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_velocity = _apply_random_deviation(_velocity)
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_start_jink_timer()
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_start_jink_timer()
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@@ -122,6 +124,7 @@ func _start_fading() -> void:
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line_thick.hide()
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line_thick.hide()
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line_thin.show()
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line_thin.show()
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line_thin.clear_points()
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for point in line_thick.points:
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for point in line_thick.points:
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line_thin.add_point(point)
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line_thin.add_point(point)
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