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002 - Update README.md
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.gitignore

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@@ -7,6 +7,9 @@
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*.pdb
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*.so
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# cargo
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*.lock
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# System/tool-specific ignores
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.directory
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.DS_Store

README.md

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@@ -16,15 +16,15 @@ extends ProjectileConfig
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class_name UserExtendedProjectileConfig
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func _on_area_collided(area: Area2D, caster: Node2D, collision_data: Dictionary) -> bool:
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func _on_area_collided(area: Area2D, collision_data: Dictionary, metadata: Variant) -> bool:
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print("Hello Area!")
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func _on_body_collided(area: Area2D, caster: Node2D, collision_data: Dictionary) -> bool:
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func _on_body_collided(body: Body2D, collision_data: Dictionary, metadata: Variant) -> bool:
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print("Hello body!")
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func _on_projectile_removed(caster: Node2D, projectile_transform: Transform2D) -> bool:
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func _on_projectile_removed(collision_data: Dictionary, metadata: Variant) -> bool:
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print("Goodbay cruel world!")
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```
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@@ -46,7 +46,6 @@ class_name MyCaster
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space, # World2D physics space
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projectile_transform,
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exclude,
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self # (optional) caster (used only in callbacks).
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self # Metadata attached to given projectile that can be used in callbacks.
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)
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```
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projectile_server_2d/Cargo.lock

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This file was deleted.

projectile_server_2d/src/godot_api/projectile_config.rs

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@@ -131,7 +131,6 @@ pub(crate) struct ProjectileConfig {
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#[export]
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pub length: f32,
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///
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#[var(usage_flags = [GROUP, EDITOR, READ_ONLY])]
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display: u32,
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/// Enables physics interpolation for given projectile. See [member ProjectSettings.physics/common/physics_interpolation] and [member SceneTree.physics_interpolation] for the global setting.

projectile_server_2d/src/servers/projectile_server.rs

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@@ -58,7 +58,7 @@ impl LiveProjectile {
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params.set_collision_mask(projectile_config.collision_mask);
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params.set_collide_with_areas(projectile_config.collide_with_areas);
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params.set_collide_with_bodies(projectile_config.collide_with_bodies);
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space_state.intersect_shape(params)
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space_state.intersect_shape(&params)
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};
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for collision in collisions.iter_shared() {
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Self::resolve_collision(projectile, collision);
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params.set_collide_with_areas(projectile_config_bind.collide_with_areas);
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params.set_collide_with_bodies(projectile_config_bind.collide_with_bodies);
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params.set_exclude(&projectile.exclude);
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space_state.intersect_ray(params)
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space_state.intersect_ray(&params)
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};
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projectile.update(delta);
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if !cast.is_empty() {
@@ -192,7 +192,7 @@ pub struct ProjectileManager2D {
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#[godot_api]
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impl INode for ProjectileManager2D {
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fn enter_tree(&mut self) {
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Engine::singleton().register_singleton(&Self::singleton_name(), self.base().clone());
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Engine::singleton().register_singleton(&Self::singleton_name(), &self.base().clone());
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}
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fn exit_tree(&mut self) {

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