Nearl implemented: bullet rotation isn't working correctly.
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a9af69e7bb
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11 changed files with 161 additions and 9 deletions
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@ -13,5 +13,5 @@ spacing = 20.0
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origin = -25
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horizontal_offset = 6.0
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stagger_offset = 5.5
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angle = 2.0
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rotate_to_velocity = false
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metadata/_custom_type_script = "uid://7n1itonn35fm"
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@ -17,3 +17,4 @@ class_name WeaponShot extends Resource
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# Angle in degrees, default is 0
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@export var angle: float = 0.0 # Angle at which the bullet should be fired
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@export var rotate_to_velocity: bool = true
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@ -1,8 +1,6 @@
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extends Area2D
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@onready var bullet: PackedScene = load("res://scenes/player_weapons/weapon_stock.tscn")
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@onready var shot_data: = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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@onready var shot_data = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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# Time offset when this bullet was fired (relative to other bullets in the same shot)
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var time_offset: float = 0.5
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@ -16,6 +14,9 @@ var is_active: bool = false
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# Angle at which this bullet should fire (in degrees)
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var angle: float = 0.0
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# Whether to rotate bullet to face its movement direction
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var rotate_to_velocity: bool = true
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func _process(delta):
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var current_time = Time.get_ticks_msec() / 1000.0
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@ -32,13 +33,19 @@ func _process(delta):
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position.x += move_x
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position.y += move_y
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# Rotate to face movement direction - ensure proper rotation calculation
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if rotate_to_velocity:
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var velocity = Vector2(cos(angle_rad) * shot_data.speed, sin(angle_rad) * shot_data.speed)
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rotation = velocity.angle()
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# Debug output - this will show you what's really happening
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print("Bullet angle: ", angle, "Velocity angle:", velocity.angle(), "Rotation set to:", rotation)
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func activate():
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is_active = true
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visible = true
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# Emit signal for hit detection (optional)
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# emit_signal("activate")
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func _on_visible_on_screen_notifier_2d_screen_exited():
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queue_free()
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54
scenes/player_weapons/weapon_stock_fixed.gd
Normal file
54
scenes/player_weapons/weapon_stock_fixed.gd
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@ -0,0 +1,54 @@
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extends Area2D
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@onready var shot_data = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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# Time offset when this bullet was fired (relative to other bullets in the same shot)
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var time_offset: float = 0.5
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# When this bullet should fire (absolute time)
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var fire_time: float = 0.0
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# Track if this bullet is currently active in the shot
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var is_active: bool = false
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# Angle at which this bullet should fire (in degrees)
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var angle: float = 0.0
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# Whether to rotate bullet to face its movement direction
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var rotate_to_velocity: bool = true
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func _process(delta):
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var current_time = Time.get_ticks_msec() / 1000.0
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# Fire if it's time and bullet isn't already active
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if !is_active and current_time >= fire_time:
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activate()
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# Calculate the movement vector based on speed, angle, and delta
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var angle_rad = deg_to_rad(angle)
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var move_x = cos(angle_rad) * shot_data.speed * delta
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var move_y = sin(angle_rad) * shot_data.speed * delta
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# Move the bullet
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position.x += move_x
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position.y += move_y
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# Rotate to face movement direction - ensure proper rotation calculation
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if rotate_to_velocity:
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var velocity = Vector2(cos(angle_rad) * shot_data.speed, sin(angle_rad) * shot_data.speed)
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rotation = velocity.angle()
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# Debug output - this will show you what's really happening
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print("Bullet angle: ", angle, "Velocity angle:", velocity.angle(), "Rotation set to:", rotation)
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func activate():
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is_active = true
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visible = true
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func _on_visible_on_screen_notifier_2d_screen_exited():
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queue_free()
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# Set fire_time for the next shot (staggered firing)
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var current_time = Time.get_ticks_msec() / 1000.0
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fire_time = current_time + shot_data.stagger_offset
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1
scenes/player_weapons/weapon_stock_fixed.gd.uid
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1
scenes/player_weapons/weapon_stock_fixed.gd.uid
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@ -0,0 +1 @@
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uid://7wuopfptd3qe
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54
scenes/player_weapons/weapon_stock_fixed2.gd
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54
scenes/player_weapons/weapon_stock_fixed2.gd
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@ -0,0 +1,54 @@
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extends Area2D
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@onready var shot_data = load("res://resources/player_weapon_resources/weapon_shot_stock.tres")
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# Time offset when this bullet was fired (relative to other bullets in the same shot)
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var time_offset: float = 0.5
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# When this bullet should fire (absolute time)
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var fire_time: float = 0.0
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# Track if this bullet is currently active in the shot
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var is_active: bool = false
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# Angle at which this bullet should fire (in degrees)
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var angle: float = 0.0
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# Whether to rotate bullet to face its movement direction
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var rotate_to_velocity: bool = true
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func _process(delta):
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var current_time = Time.get_ticks_msec() / 1000.0
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# Fire if it's time and bullet isn't already active
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if !is_active and current_time >= fire_time:
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activate()
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# Calculate the movement vector based on speed, angle, and delta
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var angle_rad = deg_to_rad(angle)
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var move_x = cos(angle_rad) * shot_data.speed * delta
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var move_y = sin(angle_rad) * shot_data.speed * delta
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# Move the bullet
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position.x += move_x
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position.y += move_y
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# Rotate to face movement direction - ensure proper rotation calculation
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if rotate_to_velocity:
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var velocity = Vector2(cos(angle_rad) * shot_data.speed, sin(angle_rad) * shot_data.speed)
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rotation = velocity.angle()
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# Debug output - this will show you what's really happening
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print("Bullet angle: ", angle, "Velocity angle:", velocity.angle(), "Rotation set to:", rotation)
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func activate():
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is_active = true
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visible = true
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func _on_visible_on_screen_notifier_2d_screen_exited():
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queue_free()
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# Set fire_time for the next shot (staggered firing)
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var current_time = Time.get_ticks_msec() / 1000.0
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fire_time = current_time + shot_data.stagger_offset
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1
scenes/player_weapons/weapon_stock_fixed2.gd.uid
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1
scenes/player_weapons/weapon_stock_fixed2.gd.uid
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@ -0,0 +1 @@
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uid://c1u6yrjkp26i5
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@ -38,12 +38,14 @@ func shoot():
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# Final position combines symmetrical horizontal spread with fixed vertical offset from weapon origin
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bullet.position = player.position + Vector2(bullet_horizontal_offset, weapon_data.origin)
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# Set timing properties on the bullet
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bullet.time_offset = time_offset
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bullet.fire_time = current_time + time_offset
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# Set bullet rotation properties
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bullet.rotate_to_velocity = weapon_data.rotate_to_velocity # This should be true if you want rotation
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# Set the angle for bullets - symmetrical spread around vertical (straight up = -90°)
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if weapon_data.angle == 0:
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# If angle is 0, all projectiles fire straight up
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25
test_rotation.gd
Normal file
25
test_rotation.gd
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@ -0,0 +1,25 @@
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extends Area2D
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# Simple test to verify rotation behavior
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var test_angle: float = 0.0
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var rotate_to_velocity: bool = true
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func _process(delta):
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# Move in a straight line at 100 pixels per second
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var move_x = cos(deg_to_rad(test_angle)) * 100 * delta
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var move_y = sin(deg_to_rad(test_angle)) * 100 * delta
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position.x += move_x
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position.y += move_y
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# Rotate to face movement direction (this is the key fix)
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if rotate_to_velocity:
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var velocity = Vector2(cos(deg_to_rad(test_angle)) * 100, sin(deg_to_rad(test_angle)) * 100)
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rotation = velocity.angle()
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# Debug output
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print("Test angle: ", test_angle, "Velocity angle:", velocity.angle(), "Rotation set to:", rotation)
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func _ready():
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# Set initial rotation for testing
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test_angle = 0.0
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1
test_rotation.gd.uid
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1
test_rotation.gd.uid
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@ -0,0 +1 @@
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uid://b1bhb673ef5po
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6
test_rotation.tscn
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6
test_rotation.tscn
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@ -0,0 +1,6 @@
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[gd_scene format=3 uid="uid://d4ls4srw6qyap"]
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[ext_resource type="Script" uid="uid://d1rwqotmrag1r" path="res://test_rotation.gd" id="1_kx6bj"]
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[node name="TestRotation" type="Area2D" unique_id=1832200900]
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script = ExtResource("1_kx6bj")
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