fixed enemy death sequence
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2
scripts/EnemyAttack.gd
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2
scripts/EnemyAttack.gd
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@@ -0,0 +1,2 @@
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extends EnemyState
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class_name EnemyAttack
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1
scripts/EnemyAttack.gd.uid
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1
scripts/EnemyAttack.gd.uid
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@@ -0,0 +1 @@
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uid://cr3wdhodxqf3f
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@@ -4,9 +4,10 @@ const MAX_LV = 10
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const MAX_AV = 10
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func Enter():
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drop_loot()
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die()
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func die():
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drop_loot()
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#remove from parent array
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var particlespawn = enemy.die_particles.instantiate()
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particlespawn.position = enemy.global_position
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@@ -21,7 +22,6 @@ func die():
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GameGlobals.last_hit_path = null
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SignalBus.emit_signal("enemy_killed")
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enemy.queue_free()
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func drop_loot():
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var number_of_drops = enemy.loot_amount
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@@ -47,11 +47,11 @@ func drop_loot():
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number_of_drops -= 1
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await number_of_drops <= 0
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die()
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enemy.queue_free()
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func random_av_lv():
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var lv_x = randf_range(-MAX_LV,MAX_LV)
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var lv_y = randf_range(-MAX_LV,MAX_LV)
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var lv_y = randf_range(0,MAX_LV)
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var lv_z = randf_range(-MAX_LV,MAX_LV)
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var av_x = randf_range(-MAX_AV,MAX_AV)
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var av_y = randf_range(-MAX_AV,MAX_AV)
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