Additional refactoring and fixing of equipment data
Add attack data to enemy attacks (might need to rework a little bit for primary/secondary attacks)
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@@ -92,7 +92,7 @@ public partial class PauseDebugMenu : Control, IDebugMenu
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var enemyToSpawn = _spawnableEnemies.ElementAt((int)index);
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var loadedEnemy = GD.Load<PackedScene>(enemyToSpawn).Instantiate<Enemy>();
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AddChild(loadedEnemy);
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loadedEnemy.GlobalPosition = new Vector3(_player.CurrentPosition.X, _player.CurrentPosition.Y + 1, _player.CurrentPosition.Z) + (-_player.CurrentBasis.Z * 2);
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loadedEnemy.GlobalPosition = new Vector3(_player.GlobalPosition.X, _player.GlobalPosition.Y + 1, _player.GlobalPosition.Z) + (-_player.GlobalBasis.Z * 2);
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}
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private void SpawnItemDropDown_ItemSelected(long index)
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@@ -100,7 +100,7 @@ public partial class PauseDebugMenu : Control, IDebugMenu
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var itemToSpawn = _spawnableItems.ElementAt((int)index);
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var duplicated = itemToSpawn.Duplicate((int)DuplicateFlags.UseInstantiation) as Node3D;
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AddChild(duplicated);
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duplicated.GlobalPosition = new Vector3(_player.CurrentPosition.X, _player.CurrentPosition.Y + 1, _player.CurrentPosition.Z) + (-_player.CurrentBasis.Z * 2);
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duplicated.GlobalPosition = new Vector3(_player.GlobalPosition.X, _player.GlobalPosition.Y + 1, _player.GlobalPosition.Z) + (-_player.GlobalBasis.Z * 2);
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}
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private async void LoadNextFloorButton_Pressed()
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