change projectile type to RigidBody3D
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@@ -35,7 +35,7 @@ var _queue_hit_stop: bool
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func _ready() -> void:
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Debugger.add_event("attacked")
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attacked.connect(func() -> void: Debugger.event_emitted("attacked", []))
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area_entered.connect(_on_area_entered)
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body_entered.connect(_on_body_entered)
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position.y = Projectile.HEIGHT
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_set_collision_size(attack_radius)
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@@ -152,7 +152,7 @@ func _hit_stop(time_scale: float, duration: float) -> void:
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Engine.time_scale = 1
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func _on_area_entered(node: Node3D) -> void:
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func _on_body_entered(node: Node3D) -> void:
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if _hit_window_timer <= 0:
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return
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