2-24-16 build changes
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@@ -42,9 +42,27 @@ public class ItemReroller
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return rolledItem;
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}
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private Weapon RerollItemInternal(Weapon itemToReroll) => _database.PickItem(itemToReroll);
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private Armor RerollItemInternal(Armor itemToReroll) => _database.PickItem(itemToReroll);
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private Accessory RerollItemInternal(Accessory itemToReroll) => _database.PickItem(itemToReroll);
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private Weapon RerollItemInternal(Weapon itemToReroll)
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{
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var item = _database.PickItem(itemToReroll);
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item.Init();
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return item;
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}
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private Armor RerollItemInternal(Armor itemToReroll)
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{
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var item = _database.PickItem(itemToReroll);
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item.Init();
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return item;
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}
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private Accessory RerollItemInternal(Accessory itemToReroll)
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{
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var item = _database.PickItem(itemToReroll);
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item.Init();
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return item;
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}
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private ConsumableItem RerollItemInternal(ConsumableItem itemToReroll) => _database.PickItem(itemToReroll);
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private ThrowableItem RerollItemInternal(ThrowableItem itemToReroll) => _database.PickItem(itemToReroll);
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private EffectItem RerollItemInternal(EffectItem itemToReroll) => _database.PickItem(itemToReroll);
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@@ -16,7 +16,13 @@ public partial class Accessory : Node3D, IAccessory
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public override void _Ready()
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{
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_sprite.Texture = Stats.Texture;
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Init();
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}
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public void Init()
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{
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if (_sprite != null)
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_sprite.Texture = Stats.Texture;
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_bonusDamage = Stats.BonusAttack;
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_bonusDefense = Stats.BonusDefense;
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_bonusLuck = Stats.BonusLuck;
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@@ -16,7 +16,13 @@ public partial class Armor : Node3D, IArmor
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public override void _Ready()
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{
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_sprite.Texture = Stats.Texture;
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Init();
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}
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public void Init()
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{
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if (_sprite != null)
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_sprite.Texture = Stats.Texture;
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_bonusDamage = Stats.BonusAttack;
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_bonusDefense = Stats.BonusDefense;
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_bonusLuck = Stats.BonusLuck;
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@@ -32,6 +32,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.370004, 0)
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pixel_size = 0.005
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billboard = 2
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texture_filter = 0
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render_priority = 100
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Pickup"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00804907, 0.709896, 0.0675965)
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@@ -16,9 +16,15 @@ public partial class Weapon : Node3D, IWeapon
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public SoundEffect SoundEffect => Stats.SoundEffect;
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public void OnReady()
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public override void _Ready()
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{
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_sprite.Texture = Stats.Texture;
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Init();
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}
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public void Init()
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{
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if (_sprite != null)
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_sprite.Texture = Stats.Texture;
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_bonusDamage = Stats.BonusAttack;
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_bonusDefense = Stats.BonusDefense;
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_bonusLuck = Stats.BonusLuck;
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