Persuader
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@@ -95,6 +95,8 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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[Node] private Projectile FireReactor { get; set; } = default!;
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[Node] private Projectile AirReactor { get; set; } = default!;
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[Node] private Projectile WaterReactor { get; set; } = default!;
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[Node] private Projectile PersuaderBullet { get; set; } = default!;
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[Node] private Sprite2D PersuaderCrosshair { get; set; } = default!;
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#endregion
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@@ -280,6 +282,9 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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VTComponent.RaiseMaximumVT(equipable.BonusVT, false);
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EquipmentComponent.Equip(equipable);
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if (equipable is Weapon weapon && weapon.WeaponTag == WeaponTag.KineticProjectile)
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PersuaderCrosshair.Show();
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}
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public void Unequip(EquipableItem equipable)
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@@ -288,6 +293,9 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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VTComponent.SetMaximumVT(VTComponent.MaximumVT.Value - equipable.BonusVT);
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EquipmentComponent.Unequip(equipable);
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if (equipable is Weapon weapon && weapon.WeaponTag == WeaponTag.KineticProjectile)
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PersuaderCrosshair.Hide();
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}
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private static Vector3 GlobalInputVector
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@@ -324,7 +332,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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private void Attack()
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{
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var weapon = EquipmentComponent.EquippedWeapon.Value as Weapon;
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if (weapon.WeaponTag == WeaponTag.ElementalProjectile)
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if (weapon.WeaponTag == WeaponTag.ElementalProjectile || weapon.WeaponTag == WeaponTag.KineticProjectile)
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{
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HandleProjectile(weapon);
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return;
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@@ -349,19 +357,24 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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if (ammo == null || ammo.Count <= 0)
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return;
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if (weapon.WeaponTag != WeaponTag.ElementalProjectile)
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return;
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if (weapon.WeaponTag == WeaponTag.ElementalProjectile)
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{
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var fired = false;
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if (ammo.AmmoElement == ElementType.Igneous)
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fired = FireReactor.Fire();
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if (ammo.AmmoElement == ElementType.Aeolic)
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fired = AirReactor.Fire();
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if (ammo.AmmoElement == ElementType.Hydric)
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fired = WaterReactor.Fire();
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var fired = false;
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if (ammo.AmmoElement == ElementType.Igneous)
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fired = FireReactor.Fire();
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if (ammo.AmmoElement == ElementType.Aeolic)
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fired = AirReactor.Fire();
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if (ammo.AmmoElement == ElementType.Hydric)
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fired = WaterReactor.Fire();
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if (!fired)
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return;
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if (!fired)
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return;
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}
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else if (weapon.WeaponTag == WeaponTag.KineticProjectile)
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{
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var fired = false;
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fired = PersuaderBullet.Fire();
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}
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ammo.SetCount(ammo.Count - 1);
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if (ammo.Count <= 0)
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