diff --git a/Items/Weapons/Sword.cs b/Items/Weapons/Sword.cs
index 6d14fa1..fc6856f 100644
--- a/Items/Weapons/Sword.cs
+++ b/Items/Weapons/Sword.cs
@@ -5,173 +5,173 @@ using SupaLidlGame.Extensions;
namespace SupaLidlGame.Items.Weapons
{
- public partial class Sword : Weapon
- {
- public bool IsAttacking { get; protected set; }
+ public partial class Sword : Weapon
+ {
+ public bool IsAttacking { get; protected set; }
- [Export]
- public Hitbox Hitbox { get; set; }
+ [Export]
+ public Hitbox Hitbox { get; set; }
- [Export]
- public AnimationPlayer AnimationPlayer { get; set; }
+ [Export]
+ public AnimationPlayer AnimationPlayer { get; set; }
- ///
- /// The time frame in seconds for which the weapon will deal damage.
- ///
- ///
- /// The value of AttackTime should be less than the
- /// value of UseTime
- ///
- [Export]
- public double AttackTime { get; set; } = 0;
+ ///
+ /// The time frame in seconds for which the weapon will deal damage.
+ ///
+ ///
+ /// The value of AttackTime should be less than the
+ /// value of UseTime
+ ///
+ [Export]
+ public double AttackTime { get; set; } = 0;
- [Export]
- public CpuParticles2D ParryParticles { get; set; }
+ [Export]
+ public CpuParticles2D ParryParticles { get; set; }
- public override bool IsParryable { get; protected set; }
+ public override bool IsParryable { get; protected set; }
- public override void Equip(Character character)
- {
- Visible = true;
- base.Equip(character);
- Hitbox.Faction = character.Faction; // character is null before base
- }
+ public override void Equip(Character character)
+ {
+ Visible = true;
+ base.Equip(character);
+ Hitbox.Faction = character.Faction; // character is null before base
+ }
- public override void Unequip(Character character)
- {
- Visible = false;
- base.Unequip(character);
- }
+ public override void Unequip(Character character)
+ {
+ Visible = false;
+ base.Unequip(character);
+ }
- public override void Use()
- {
- // we can't use if we're still using the weapon
- if (RemainingUseTime > 0)
- {
- return;
- }
+ public override void Use()
+ {
+ // we can't use if we're still using the weapon
+ if (RemainingUseTime > 0)
+ {
+ return;
+ }
- // reset state of the weapon
- IsParried = false;
- IsParryable = true;
- ParryTimeOrigin = Time.GetTicksMsec();
+ // reset state of the weapon
+ IsParried = false;
+ IsParryable = true;
+ ParryTimeOrigin = Time.GetTicksMsec();
- AnimationPlayer.Stop();
+ AnimationPlayer.Stop();
- // play animation depending on rotation of weapon
- string anim = "use";
+ // play animation depending on rotation of weapon
+ string anim = "use";
- if (GetNode("Anchor").Rotation > Mathf.DegToRad(50))
- {
- anim = "use2";
- }
+ if (GetNode("Anchor").Rotation > Mathf.DegToRad(50))
+ {
+ anim = "use2";
+ }
- if (Character is NPC)
- {
- // NPCs have a slower attack
- anim += "-npc";
- }
+ if (Character is NPC)
+ {
+ // NPCs have a slower attack
+ anim += "-npc";
+ }
- AnimationPlayer.Play(anim);
+ AnimationPlayer.Play(anim);
- base.Use();
- }
+ base.Use();
+ }
- public override void Deuse()
- {
- //AnimationPlayer.Stop();
- Deattack();
- base.Deuse();
- }
+ public override void Deuse()
+ {
+ //AnimationPlayer.Stop();
+ Deattack();
+ base.Deuse();
+ }
- public void Attack()
- {
- //RemainingAttackTime = AttackTime;
- IsAttacking = true;
- Hitbox.IsDisabled = false;
- }
+ public void Attack()
+ {
+ //RemainingAttackTime = AttackTime;
+ IsAttacking = true;
+ Hitbox.IsDisabled = false;
+ }
- public void Deattack()
- {
- IsAttacking = false;
- IsParryable = false;
- Hitbox.IsDisabled = true;
- ProcessHits();
- Hitbox.ResetIgnoreList();
- AnimationPlayer.SpeedScale = 1;
- }
+ public void Deattack()
+ {
+ IsAttacking = false;
+ IsParryable = false;
+ Hitbox.IsDisabled = true;
+ ProcessHits();
+ Hitbox.ResetIgnoreList();
+ AnimationPlayer.SpeedScale = 1;
+ }
- public override void _Ready()
- {
- Hitbox.Damage = Damage;
- }
+ public override void _Ready()
+ {
+ Hitbox.Damage = Damage;
+ }
- public override void _Process(double delta)
- {
- base._Process(delta);
- }
+ public override void _Process(double delta)
+ {
+ base._Process(delta);
+ }
- public void ProcessHits()
- {
- if (IsParried)
- {
- return;
- }
+ public void ProcessHits()
+ {
+ if (IsParried)
+ {
+ return;
+ }
- foreach (BoundingBox box in Hitbox.Hits)
- {
- GD.Print("processing hit");
- if (box is Hurtbox hurtbox)
- {
- hurtbox.InflictDamage(Damage, Character, Knockback);
- }
- }
- }
+ foreach (BoundingBox box in Hitbox.Hits)
+ {
+ GD.Print("processing hit");
+ if (box is Hurtbox hurtbox)
+ {
+ hurtbox.InflictDamage(Damage, Character, Knockback);
+ }
+ }
+ }
- public void AttemptParry(Weapon otherWeapon)
- {
- if (IsParryable && otherWeapon.IsParryable)
- {
- ParryParticles.Emitting = true;
- if (ParryTimeOrigin < otherWeapon.ParryTimeOrigin)
- {
- // our character was parried
- IsParried = true;
- AnimationPlayer.SpeedScale = 0.25f;
- Character.Stun(1.5f);
- GetNode("ParrySound").PlayOnRoot();
- }
- }
- //this.GetAncestor().AddChild(instance);
- }
+ public void AttemptParry(Weapon otherWeapon)
+ {
+ if (IsParryable && otherWeapon.IsParryable)
+ {
+ ParryParticles.Emitting = true;
+ if (ParryTimeOrigin < otherWeapon.ParryTimeOrigin)
+ {
+ // our character was parried
+ IsParried = true;
+ AnimationPlayer.SpeedScale = 0.25f;
+ Character.Stun(1.5f);
+ GetNode("ParrySound").PlayOnRoot();
+ }
+ }
+ //this.GetAncestor().AddChild(instance);
+ }
- public override void _on_hitbox_hit(BoundingBox box)
- {
- if (IsParried)
- {
- return;
- }
+ public override void _on_hitbox_hit(BoundingBox box)
+ {
+ if (IsParried)
+ {
+ return;
+ }
- if (box is Hitbox hb)
- {
- Weapon w = hb.GetAncestor();
- if (w is not null)
- {
- AttemptParry(w);
- }
- }
+ if (box is Hitbox hb)
+ {
+ Weapon w = hb.GetAncestor();
+ if (w is not null)
+ {
+ AttemptParry(w);
+ }
+ }
- if (box is Hurtbox hurt)
- {
- if (hurt.GetParent() is Character c)
- {
- var item = c.Inventory.SelectedItem;
- if (item is Weapon w)
- {
- AttemptParry(w);
- }
- }
- }
- }
- }
+ if (box is Hurtbox hurt)
+ {
+ if (hurt.GetParent() is Character c)
+ {
+ var item = c.Inventory.SelectedItem;
+ if (item is Weapon w)
+ {
+ AttemptParry(w);
+ }
+ }
+ }
+ }
+ }
}