Fixed tesla projectile fading

This commit is contained in:
2025-12-22 21:14:18 +03:00
parent b637474913
commit dbb86acb53
@@ -47,6 +47,8 @@ func _process_hit_for_projectile(collided_body: Node2D) -> void:
damage.value = floor(damage.value/2.0) damage.value = floor(damage.value/2.0)
if damage.value == 0: if damage.value == 0:
_start_fading() _start_fading()
collision_layer = 0
collision_mask = 0
_velocity = _apply_random_deviation(_velocity) _velocity = _apply_random_deviation(_velocity)
_start_jink_timer() _start_jink_timer()
@@ -122,6 +124,7 @@ func _start_fading() -> void:
line_thick.hide() line_thick.hide()
line_thin.show() line_thin.show()
line_thin.clear_points()
for point in line_thick.points: for point in line_thick.points:
line_thin.add_point(point) line_thin.add_point(point)