Renamed damage instance
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@ -18,11 +18,11 @@ func restore():
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value = max_value
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value_changed.emit()
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func take_damage(attack: DamageInstance):
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func take_damage(hit: Hit):
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if !is_alive:
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return
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value = clampf(value - attack.damage, 0, max_value)
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value = clampf(value - hit.damage, 0, max_value)
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value_changed.emit()
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if value < DEATH_THRESHOLD:
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@ -1,7 +1,6 @@
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class_name DamageInstance
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class_name Hit
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var damage: float
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func _init(_damage: float):
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damage = _damage
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damage = _damage
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@ -4,4 +4,4 @@ func on_body_entered(body: Node3D):
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var health := body.get_node_or_null("Health") as HealthComponent
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if health:
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health.take_damage(DamageInstance.new(100))
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health.take_damage(Hit.new(100))
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