Damage numbers and knockback
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@@ -80,10 +80,22 @@ func _find_and_damage_targets():
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# If we're the server, apply damage directly
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if multiplayer.is_server():
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owner_character._server_apply_damage(hit_body.name, weapon_data.damage, attacker_id)
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owner_character._server_apply_damage(
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hit_body.name,
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weapon_data.damage,
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attacker_id,
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weapon_data.knockback_force,
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owner_character.global_position
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)
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else:
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# Otherwise, request server to apply damage
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owner_character.rpc_id(1, "_server_apply_damage", hit_body.name, weapon_data.damage, attacker_id)
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owner_character.rpc_id(1, "_server_apply_damage",
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hit_body.name,
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weapon_data.damage,
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attacker_id,
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weapon_data.knockback_force,
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owner_character.global_position
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)
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break # Only hit one target per attack
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## Check if weapon can attack
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