feat: implemented basics for weapons
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15 changed files with 163 additions and 51 deletions
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@ -19,7 +19,7 @@ void WeaponInventory::ready() {
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this->weapon_parent->add_child(fallback_as_node);
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if ((this->fallback_weapon = cast_to<WeaponBase>(fallback_as_node))) {
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this->select_weapon(this->fallback_weapon);
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} else if(fallback_as_node != nullptr) {
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} else if (fallback_as_node != nullptr) {
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fallback_as_node->queue_free();
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}
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}
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@ -78,7 +78,7 @@ WeaponBase *WeaponInventory::get_current_weapon() const {
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void WeaponInventory::pickup_weapon(Ref<PackedScene> weapon_scene) {
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Node *weapon_as_node{ weapon_scene->instantiate() };
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if (WeaponBase *weapon{ cast_to<WeaponBase>(weapon_as_node) }) {
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if (WeaponBase * weapon{ cast_to<WeaponBase>(weapon_as_node) }) {
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if (this->weapons[0] == nullptr) {
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this->weapons[0] = weapon;
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select_weapon(weapon);
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