Updating memory spike and overclock
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@@ -127,8 +127,9 @@ func _spawn_projectile(dir: Vector2, zero_damage: bool = false) -> void:
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if zero_damage:
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if zero_damage:
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proj.damage = 0.0
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proj.damage = 0.0
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proj.color = Color(0.5, 0.5, 0.5) # grey for overclock dud
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elif stats.memory_spike and _memory_spike_available:
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elif stats.memory_spike and _memory_spike_available:
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proj.damage = stats.damage * 3.0
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proj.damage = stats.damage + 5.0 # flat +5 bonus
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_memory_spike_available = false
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_memory_spike_available = false
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else:
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else:
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proj.damage = stats.damage
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proj.damage = stats.damage
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@@ -12,6 +12,9 @@ var explosive: bool = false
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var explosion_radius: float = 64.0
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var explosion_radius: float = 64.0
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var explosion_damage: float = 2.5
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var explosion_damage: float = 2.5
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# Visual override (grey for overclock zero-damage shots)
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var color: Color = Color(1.0, 0.85, 0.2) # default yellow
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var _distance_traveled: float = 0.0
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var _distance_traveled: float = 0.0
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var _bounces_left: int = 1
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var _bounces_left: int = 1
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var _bounce_cooldown: float = 0.0 # grace period after bounce to avoid re-trigger
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var _bounce_cooldown: float = 0.0 # grace period after bounce to avoid re-trigger
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@@ -49,10 +52,10 @@ func _check_wall_bounce(delta: float) -> void:
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_bounce_cooldown = 0.1
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_bounce_cooldown = 0.1
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# ---------------------------------------------------------------------------
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# ---------------------------------------------------------------------------
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# Placeholder visual — yellow circle
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# Placeholder visual — colored circle (grey for zero-damage overclock shots)
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# ---------------------------------------------------------------------------
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# ---------------------------------------------------------------------------
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func _draw() -> void:
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func _draw() -> void:
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draw_circle(Vector2.ZERO, 5.0, Color(1.0, 0.85, 0.2))
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draw_circle(Vector2.ZERO, 5.0, color)
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# ---------------------------------------------------------------------------
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# ---------------------------------------------------------------------------
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# Collision — differentiate walls from enemies
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# Collision — differentiate walls from enemies
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