chore: simplified formatting
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31b5312cf5
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@ -32,8 +32,7 @@ void CharacterActor::_enter_tree() { GDGAMEONLY();
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this->health = this->get_node<Health>("Health");
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this->health = this->get_node<Health>("Health");
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this->primary_weapon_pool = this->get_node<ProjectilePool>("ProjectilePool");
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this->primary_weapon_pool = this->get_node<ProjectilePool>("ProjectilePool");
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this->planner = this->get_node<goap::Planner>("Planner");
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this->planner = this->get_node<goap::Planner>("Planner");
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Ref<TunnelsGameMode> game_mode = GameRoot::get_singleton()->get_game_mode();
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Ref<TunnelsGameMode>(GameRoot::get_singleton()->get_game_mode())->register_player_character(this);
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game_mode->register_player_character(this);
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}
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}
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void CharacterActor::_process(double delta_time) { GDGAMEONLY();
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void CharacterActor::_process(double delta_time) { GDGAMEONLY();
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@ -157,7 +156,8 @@ bool CharacterActor::get_is_near_target() const {
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Node3D *target_node3d = Object::cast_to<Node3D>(this->target);
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Node3D *target_node3d = Object::cast_to<Node3D>(this->target);
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return target_marker
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return target_marker
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? target_marker->is_point_on(this->get_global_position())
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? target_marker->is_point_on(this->get_global_position())
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: (target_node3d && target_node3d->get_global_position().distance_to(this->get_global_position()) < 5.f);
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: (target_node3d
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&& target_node3d->get_global_position().distance_to(this->get_global_position()) < 5.f);
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}
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}
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Vector3 CharacterActor::get_move_target() const {
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Vector3 CharacterActor::get_move_target() const {
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