goodbye collisions
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@@ -1,4 +1,5 @@
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using Godot;
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using System.Linq;
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public partial class Character : CharacterBody3D
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{
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@@ -67,23 +68,28 @@ public partial class Character : CharacterBody3D
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private async void Fire()
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{
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var projectile = _fireProjectile.Instantiate<Projectile>();
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projectile.Position = Position + new Vector3(0f, 1f, 0f);
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projectile.ParentCharacter = this;
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var projectile = _fireProjectile.Instantiate<Node3D>();
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projectile.Position = Position;
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GetParent().AddChild(projectile);
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var projectiles = projectile.GetChildren().OfType<Projectile>();
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foreach (var proj in projectiles)
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{
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if (proj.HasRotation)
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proj.Rotation = GetNode<Node3D>("Pivot").Rotation;
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}
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CanShoot = false;
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await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
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await ToSignal(GetTree().CreateTimer(projectiles.First().Cooldown), "timeout");
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CanShoot = true;
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}
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private async void AltFire()
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{
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var projectile = _altFireProjectile.Instantiate<Projectile>();
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projectile.Position = Position + new Vector3(0f, 1f, 0f);
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projectile.ParentCharacter = this;
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var projectile = _altFireProjectile.Instantiate<Node3D>();
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projectile.Position = Position;
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GetParent().AddChild(projectile);
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var projectiles = projectile.GetChildren().OfType<Projectile>();
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CanShoot = false;
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await ToSignal(GetTree().CreateTimer(projectile.Cooldown), "timeout");
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await ToSignal(GetTree().CreateTimer(projectiles.First().Cooldown), "timeout");
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CanShoot = true;
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}
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