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authoralex <[email protected]>2026-07-25 17:14:11 +0200
committeralex <[email protected]>2026-07-25 17:14:11 +0200
commita6e7c49a162ada8ec0883fccb1da7313b03ba2ec (patch)
tree2e374c703ea3591e9f7053477bb1135fe608f58f /Player.cs
parent023c4f003d58c27cd2677307abe2c65bb09c2681 (diff)
downloadgodot-testing-a6e7c49a162ada8ec0883fccb1da7313b03ba2ec.tar.xz
godot-testing-a6e7c49a162ada8ec0883fccb1da7313b03ba2ec.zip
weapons are swappable nowHEADmain
Diffstat (limited to 'Player.cs')
-rw-r--r--Player.cs12
1 files changed, 0 insertions, 12 deletions
diff --git a/Player.cs b/Player.cs
index 68d7ebc..8b6c7ff 100644
--- a/Player.cs
+++ b/Player.cs
@@ -33,18 +33,6 @@ public partial class Player : CharacterBody2D, IDamageable
_sprite.FlipH = mousePos.X < GlobalPosition.X;
}
- public override void _UnhandledInput(InputEvent @event)
- {
- if (@event.IsActionPressed("shoot"))
- {
- // Find the weapon node and tell it to fire at the mouse
- var weapon = GetNodeOrNull<Weapon>("Weapon");
- if (weapon != null)
- {
- weapon.Fire(GetGlobalMousePosition());
- }
- }
- }
public void TakeDamage(float amount)
{
// For right now, just subtract it from the runtime stats we set up earlier!