extends WeaponState @export var damage: int var end_it: bool = true func _enter() -> void: machine.animation_player.play(machine.animation_prefix + "attack") attack() machine.animation_player.animation_finished.connect(on_animation_finished) func _exit() -> void: machine.animation_player.animation_finished.disconnect(on_animation_finished) end_it = false func attack() -> void: if is_multiplayer_authority(): Session.shoot(int(machine.player.name),damage,damage,damage,1.5) func on_animation_finished(animation): if animation == machine.animation_prefix + "attack": if end_it: transition.emit("Idle") else: attack() machine.animation_player.play(machine.animation_prefix + "attack") func _use_begin(_timestamp: float) -> void: end_it = false func _use_end(_timestamp: float) -> void: end_it = true