extends WeaponState const molik: PackedScene = preload("res://scenes/weapons/molik.tscn") func enter() -> void: fire() machine.animation_player.animation_finished.connect(on_animation_finished) func exit() -> void: machine.animation_player.animation_finished.disconnect(on_animation_finished) func on_animation_finished(animation): if animation == machine.animation_prefix + "throw": transition.emit("Idle") func fire() -> void: if machine.ammo == 0: return machine.ammo -= 1 machine.animation_player.stop() machine.animation_player.play(machine.animation_prefix + "shoot") if is_multiplayer_authority(): var molotov: RigidBody3D = molik.instantiate() Session.dynamic_objects_spawner.get_parent().add_child(molotov) molotov.global_transform = machine.player_camera.global_transform molotov.apply_impulse(-molotov.global_basis.z * 10)