reloading works and returns to idle. still need to fix idle scanning
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@@ -3,7 +3,6 @@ class_name EnemyAttack
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var heartbeat : float = 3.0
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@export var mag_size = 5
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@export var between_shot_time : Vector2 = Vector2(.5,2.0)
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@export var reload_time : float = 7.0
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@@ -16,7 +15,7 @@ var shot_timer = 0.0
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func Enter():
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super()
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update_waypoint()
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ammo = mag_size
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ammo = enemy.max_ammo
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func update_waypoint():
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enemy.nav_agent.set_target_position(player.global_position)
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@@ -33,7 +32,7 @@ func Update(delta):
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else:
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if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider().is_in_group("player"):
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shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
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ammo -= 1
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ammo -= 2
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enemy.turret_material.emission_enabled = true
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await get_tree().create_timer(.1).timeout
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attack()
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@@ -64,7 +63,7 @@ func attack():
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func reload():
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await get_tree().create_timer(reload_time).timeout
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ammo = mag_size
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ammo = enemy.max_ammo
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func fire(barrel):
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var instance_bullet = enemy.bullet.instantiate()
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