227 lines
9 KiB
GDScript
227 lines
9 KiB
GDScript
class_name WeaponComponent extends Node
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@export var weapon_data: WeaponShot = null
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@export var available_weapons: Array[WeaponShot] = []
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@export var weapon_change_flash: BaseEffect = null
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var _current_weapon_index = 0
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var _current_power_level = 0
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var _cycled_weapon: WeaponShot = null
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@onready var effects_component: EffectComponent = get_node("EffectsComponent")
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func _ready() -> void:
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# Set the default weapon to be stock, i.e. index 1
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if weapon_data and not available_weapons.is_empty():
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for i in range(available_weapons.size()):
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if available_weapons[i] == weapon_data:
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_current_weapon_index = i
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# Initialize the power level from the default weapon so
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# shooting works immediately without needing to cycle.
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_current_power_level = weapon_data.power_level
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return
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# If available_weapons was populated from the scene but no matching
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# weapon_data was found (e.g. all weapons share the same power level),
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# cap the power level to the minimum power level across all weapons.
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# This ensures initial shooting works even when weapon_data is null or
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# mismatches are found.
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if not available_weapons.is_empty():
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var min_level: int = 999
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for w: WeaponShot in available_weapons:
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if w != null and w.power_level < min_level:
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min_level = w.power_level
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_current_power_level = min_level
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func _compute_active_weapons() -> Array[WeaponShot]:
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# Filter available weapons by current power level.
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var active: Array[WeaponShot] = []
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for weapon: WeaponShot in available_weapons:
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if weapon != null and weapon.power_level <= _current_power_level:
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active.append(weapon)
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return active
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func get_active_weapons(power_level: int = -1) -> Array[WeaponShot]:
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# Return all weapons active at the given power level.
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#
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# If power_level is negative, uses the internally tracked power level.
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# var _level: int = power_level if power_level >= 0 else _current_power_level
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# (unused - power_level parameter is ignored by design)
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# If the cycled weapon is set, return it exclusively —
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# cycling overrides all additive logic.
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if _cycled_weapon != null:
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return [_cycled_weapon]
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var base: Array[WeaponShot] = _compute_active_weapons()
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if not base.is_empty():
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var additive: Array[WeaponShot] = base.filter(
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func(w: WeaponShot): return not w.force_replace_all
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)
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if not additive.is_empty():
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return additive
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# If no non-force-replace weapons are active, return only the current
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# default weapon (weapon_data). This ensures the starting weapon (stock)
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# fires as a single shot rather than all force_replace_all weapons firing
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# simultaneously.
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if weapon_data != null and base.has(weapon_data):
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return [weapon_data]
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return base.filter(
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func(w: WeaponShot): return w.force_replace_all
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)
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func _get_force_replace_weapons() -> Array[WeaponShot]:
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# Return weapons that override all others (force_replace_all = true).
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return _compute_active_weapons().filter(
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func(w: WeaponShot): return w.force_replace_all
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)
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func collect_weapon(new_weapon: WeaponShot) -> void:
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# Handle adding a weapon, applying replacement logic as needed.
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#
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# Replacement rules (applied in order):
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# 1. force_replace_all: Discard all weapons, add only this one.
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# Rule 2: replaces_at_same_level: Remove weapons at matching power level.
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# 3. Normal: Add additive weapon (no removal).
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#
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# Sets the power level to this weapon's if higher than current.
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# Emits weapon_changed with the new active set.
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#
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# Clear any active cycle — collecting a weapon during cycling restores
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# normal additive behavior.
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if _cycled_weapon != null:
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reset_weapon_cycle()
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# Rule 1: Force replace — discard everything, keep only this weapon
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if new_weapon.force_replace_all:
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available_weapons = [new_weapon]
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_current_power_level = new_weapon.power_level
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_update_data_from_active_weapons()
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_emit_weapon_changed()
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_trigger_change_flash()
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return
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# Rule 2: Replace if same level — remove weapons at matching power level
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if new_weapon.replaces_at_same_level:
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var was_replaced: bool = false
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for i in range(available_weapons.size()):
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if available_weapons[i] != null and \
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available_weapons[i].replaces_at_same_level == false and \
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available_weapons[i].power_level == new_weapon.power_level:
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available_weapons.remove_at(i)
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was_replaced = true
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break # Only replace the highest (first match at this level)
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if was_replaced:
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# Also remove any other weapons with the same power_level that may
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# have sneaked in via previous power level upgrades
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var filtered: Array[WeaponShot] = []
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for w: WeaponShot in available_weapons:
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if w != null and w.power_level == new_weapon.power_level:
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continue
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filtered.append(w)
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available_weapons = filtered
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# Rule 3: Additive — just add it (no removal)
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var already_has: bool = false
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for w: WeaponShot in available_weapons:
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if w != null and w.shot_name == new_weapon.shot_name:
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already_has = true
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break
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if not already_has:
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available_weapons.append(new_weapon)
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# Update power level if this weapon is at a higher tier
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if new_weapon.power_level > _current_power_level:
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_current_power_level = new_weapon.power_level
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_update_data_from_active_weapons()
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_emit_weapon_changed()
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_trigger_change_flash()
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func _update_data_from_active_weapons() -> void:
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# Update weapon_data to point to the highest-priority active weapon.
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#
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# This is called after any weapon collection or power level change to
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# keep the legacy `weapon_data` property in sync for backward compatibility.
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# Force_replace_all weapons take priority over additive weapons.
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# Check for force_replace weapons first (they override everything)
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var force_replaces: Array[WeaponShot] = _get_force_replace_weapons()
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if not force_replaces.is_empty():
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weapon_data = force_replaces[-1]
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return
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# Otherwise, point to the highest-priority additive weapon
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var active: Array[WeaponShot] = get_active_weapons()
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if not active.is_empty():
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weapon_data = active[-1]
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else:
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weapon_data = null
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func _emit_weapon_changed() -> void:
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if weapon_data == null:
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return
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var ship: Sprite2D = get_parent().get_node("Ship")
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var sprite_size = ship.get_rect().size
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var origin_offset: float = weapon_data.origin
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EventBus.weapon_changed.emit(weapon_data.shot_name, get_parent(), sprite_size, origin_offset)
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func get_bullet_scene() -> PackedScene:
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return weapon_data.bullet_scene if weapon_data else null
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func get_weapon_resource() -> Resource:
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return weapon_data
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func select_weapon_by_name(weapon_name: String) -> bool:
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for i in range(available_weapons.size()):
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var candidate: WeaponShot = available_weapons[i]
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if candidate != null and candidate.shot_name == weapon_name:
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_cycled_weapon = candidate # override additive behavior
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print("Switched to: ", weapon_name)
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_trigger_change_flash()
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return true
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return false
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func _trigger_change_flash() -> void:
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if weapon_change_flash and effects_component:
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effects_component.apply_effect(weapon_change_flash)
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func cycle_weapon() -> void: # Used for testing weapon cycling
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if available_weapons.is_empty():
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return
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_current_weapon_index = (_current_weapon_index + 1) % available_weapons.size()
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var new_weapon: WeaponShot = available_weapons[_current_weapon_index]
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if new_weapon == null:
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return
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print("Switched to: ", new_weapon.shot_name)
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# Remove the previous weapon from the active set before engaging the next.
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# Clearing _cycled_weapon forces get_active_weapons() to evaluate the
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# additive state (which temporarily re-includes the old weapon). Then
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# re-setting _cycled_weapon to the new weapon re-establishes the cycle
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# override. This two-step process ensures the old weapon is fully removed
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# from the active set and its power level doesn't leak into the new cycle.
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_cycled_weapon = null # 1) Remove previous weapon
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_cycled_weapon = new_weapon # 2) Engage next weapon
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_current_power_level = new_weapon.power_level
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# Update weapon_data to reflect the cycled weapon directly,
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# so _emit_weapon_changed() reports the correct name and origin.
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weapon_data = new_weapon
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_emit_weapon_changed()
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_trigger_change_flash()
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func reset_weapon_cycle() -> void:
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# Restore normal additive behavior after cycling.
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_cycled_weapon = null
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_update_data_from_active_weapons()
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_emit_weapon_changed()
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_trigger_change_flash()
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