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using Godot;
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using GodotUtilities;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.Items;
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using SupaLidlGame.Utils;
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using SupaLidlGame.State.Character;
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namespace SupaLidlGame.Characters;
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public partial class Character : CharacterBody2D, IFaction
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{
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[Export]
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public float Speed { get; protected set; } = 32.0f;
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[Export]
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public float Friction { get; protected set; } = 4.0f;
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[Export]
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public float Mass
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{
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get => _mass;
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set
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{
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if (value > 0)
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_mass = value;
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}
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}
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[Signal]
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public delegate void HurtEventHandler(Events.HealthChangedArgs args);
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[Signal]
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public delegate void DeathEventHandler(Events.HealthChangedArgs args);
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protected float _mass = 1.0f;
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public Vector2 NetImpulse { get; set; } = Vector2.Zero;
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public Vector2 Direction { get; set; } = Vector2.Zero;
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public Vector2 Target { get; set; } = Vector2.Zero;
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[Export]
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public float Health
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{
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get => _health;
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set
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{
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if (!IsAlive && value < 0)
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{
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return;
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}
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_health = value;
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if (_health <= 0)
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{
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Die();
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}
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}
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}
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public bool IsAlive => Health > 0;
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protected float _health = 100f;
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public double StunTime { get; set; }
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[Export]
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public AnimatedSprite2D Sprite { get; set; }
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[Export]
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public Inventory Inventory { get; set; }
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[Export]
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public CharacterStateMachine StateMachine { get; set; }
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[Export]
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public BoundingBoxes.Hurtbox Hurtbox { get; set; }
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[Export]
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public ushort Faction { get; set; }
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public override void _Ready()
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{
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Hurtbox.ReceivedDamage += OnReceivedDamage;
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}
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public override void _Process(double delta)
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{
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if (StateMachine != null)
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{
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StateMachine.Process(delta);
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}
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Sprite.FlipH = Target.X < 0;
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DrawTarget();
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}
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public override void _PhysicsProcess(double delta)
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{
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if (StateMachine != null)
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{
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StateMachine.PhysicsProcess(delta);
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}
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}
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/// <summary>
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/// Modify the <c>Character</c>'s velocity
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/// </summary>
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public virtual void ModifyVelocity()
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{
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if (StunTime > 0)
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{
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Velocity *= 0.25f;
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}
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}
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public virtual void Die()
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{
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GD.Print("lol died");
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QueueFree();
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}
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public void ApplyImpulse(Vector2 impulse, bool resetVelocity = false)
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{
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// delta p = F delta t
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if (resetVelocity)
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Velocity = Vector2.Zero;
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NetImpulse += impulse / Mass;
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}
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public virtual void Stun(float time)
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{
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StunTime += time;
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}
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protected virtual void DrawTarget()
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{
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Vector2 target = Target;
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float angle = Mathf.Atan2(target.Y, Mathf.Abs(target.X));
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Vector2 scale = Inventory.Scale;
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if (target.X < 0)
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{
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scale.Y = -1;
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angle = Mathf.Pi - angle;
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}
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else
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{
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scale.Y = 1;
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}
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Inventory.Scale = scale;
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Inventory.Rotation = angle;
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}
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public void UseCurrentItem()
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{
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if (StunTime > 0)
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{
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GD.Print("tried to use weapon but stunned");
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return;
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}
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if (Inventory.SelectedItem is Weapon weapon)
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{
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weapon.Use();
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}
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}
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public void LookTowardsDirection()
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{
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if (!Direction.IsZeroApprox())
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{
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Target = Direction;
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}
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}
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public virtual void OnReceivedDamage(
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float damage,
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Character inflictor,
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float knockback,
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Vector2 knockbackOrigin = default,
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Vector2 knockbackVector = default)
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{
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if (Health <= 0)
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{
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return;
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}
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float oldHealth = Health;
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Health -= damage;
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// create damage text
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var textScene = GD.Load<PackedScene>("res://UI/FloatingText.tscn");
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var instance = textScene.Instantiate<UI.FloatingText>();
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instance.Text = Mathf.Round(damage).ToString();
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instance.GlobalPosition = GlobalPosition;
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this.GetAncestor<TileMap>().AddChild(instance);
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// apply knockback
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Vector2 knockbackDir = knockbackVector;
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if (knockbackDir == default)
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{
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if (knockbackOrigin == default)
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{
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knockbackOrigin = inflictor.GlobalPosition;
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}
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knockbackDir = knockbackOrigin.DirectionTo(GlobalPosition);
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}
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ApplyImpulse(knockbackDir.Normalized() * knockback);
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GD.Print("lol");
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// play damage animation
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var anim = GetNode<AnimationPlayer>("FlashAnimation");
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if (anim != null)
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{
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anim.Stop();
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anim.Play("Hurt");
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}
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// if anyone involved is a player, shake their screen
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Player plr = inflictor as Player ?? this as Player;
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if (plr is not null)
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{
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plr.Camera.Shake(1, 0.4f);
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}
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if (this.GetNode("HurtSound") is AudioStreamPlayer2D sound)
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{
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// very small pitch deviation
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sound.At(GlobalPosition).WithPitchDeviation(0.125f).PlayOneShot();
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}
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Events.HealthChangedArgs args = new Events.HealthChangedArgs
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{
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Attacker = inflictor,
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OldHealth = oldHealth,
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NewHealth = Health,
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Damage = damage,
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};
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EmitSignal(SignalName.Hurt, args);
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if (Health <= 0)
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{
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EmitSignal(SignalName.Death, args);
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GetNode<GpuParticles2D>("DeathParticles")
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.CloneOnWorld<GpuParticles2D>()
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.EmitOneShot();
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}
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}
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}
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