Miscellaneous fixes to floors (light adjustments, gap fixes, texture fixes)
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@@ -221,10 +221,10 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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_projectileCooldownTimer.WaitTime = 1.8f;
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_projectileCooldownTimer.Timeout += ProjectileCooldown;
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_immunityTimer = new Timer();
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AddChild(_immunityTimer);
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_immunityTimer.WaitTime = _immunityTime;
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_immunityTimer.Timeout += _immunityTimer_Timeout;
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_immunityTimer = new Timer();
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AddChild(_immunityTimer);
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_immunityTimer.WaitTime = _immunityTime;
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_immunityTimer.Timeout += _immunityTimer_Timeout;
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SetProcessInput(false);
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SetPhysicsProcess(false);
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@@ -232,9 +232,9 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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private void _immunityTimer_Timeout()
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{
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BriefImmunity = false;
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Barrier.FadeOut();
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SfxDatabase.Instance.Play(SoundEffect.Debuff);
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BriefImmunity = false;
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Barrier.FadeOut();
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SfxDatabase.Instance.Play(SoundEffect.Debuff);
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}
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#endregion
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@@ -287,8 +287,8 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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public void TakeDamage(AttackData damage)
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{
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if (BriefImmunity)
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return;
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if (BriefImmunity)
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return;
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_camera3D.AddShake(1.0f);
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TakeDamageAnimationPlayer.Play("take_damage");
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@@ -675,10 +675,10 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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public void EnactBriefImmunity()
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{
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SfxDatabase.Instance.Play(SoundEffect.Buff);
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BriefImmunity = true;
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Barrier.FadeIn();
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_immunityTimer.Start();
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SfxDatabase.Instance.Play(SoundEffect.Buff);
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BriefImmunity = true;
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Barrier.FadeIn();
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_immunityTimer.Start();
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}
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private static float LeftStrafeInputVector => Godot.Input.GetActionStrength(GameInputs.StrafeLeft);
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