feat: adjusted collision settings for hitscan weapons
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			@ -1,9 +1,19 @@
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[gd_scene load_steps=3 format=3 uid="uid://snjgu4yp5swd"]
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[gd_scene load_steps=5 format=3 uid="uid://snjgu4yp5swd"]
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[ext_resource type="PackedScene" uid="uid://ce40pq785yoyi" path="res://objects/weapons/rifle.tscn" id="1_eqqp1"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_bxedw"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_eqqp1"]
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radius = 0.3173828
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[sub_resource type="GDScript" id="GDScript_eqqp1"]
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script/source = "extends HealthStatus
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func _on_health_changed(remaining: int, delta: int) -> void:
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	print(\"Player Health Changed:\", delta, \"remaining:\", remaining)
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"
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[node name="PlayerBody" type="PlayerBody"]
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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			@ -21,3 +31,18 @@ fov = 60.0
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[node name="WeaponInventory" type="WeaponInventory" parent="."]
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unique_name_in_owner = true
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starting_weapon = ExtResource("1_eqqp1")
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[node name="Hitbox" type="Hitbox" parent="." node_paths=PackedStringArray("health")]
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collision_layer = 8
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collision_mask = 0
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monitoring = false
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health = NodePath("../HealthStatus")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Hitbox"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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shape = SubResource("CapsuleShape3D_eqqp1")
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[node name="HealthStatus" type="HealthStatus" parent="."]
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script = SubResource("GDScript_eqqp1")
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[connection signal="health_changed" from="HealthStatus" to="HealthStatus" method="_on_health_changed"]
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			@ -22,7 +22,7 @@ bone_idx = 39
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unique_name_in_owner = true
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transform = Transform3D(1, 0, 0, 0, 0.99999833, -0.0017453281, 0, 0.0017453281, 0.99999833, 1.4540284e-26, 0, 0.027612558)
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target_position = Vector3(0, 100, 0)
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collision_mask = 2
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collision_mask = 6
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collide_with_areas = true
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spread = 0.003
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			@ -74,3 +74,5 @@ switch_weapon={
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3d_render/layer_2="FirstPerson"
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3d_physics/layer_1="General"
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3d_physics/layer_2="Precision"
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3d_physics/layer_3="Hitbox(Enemy)"
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3d_physics/layer_4="Hitbox(Player)"
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