Extensive work on virtually all of the visuals and the net code
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@@ -1,6 +1,6 @@
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class_name HUD extends Control
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@onready var trap_display : TrapDisplay = %TrapDisplay
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@onready var hack_display : HackDisplay = %HackDisplay
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@onready var p1_healthbar : HealthBar = %P1HealthBar
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@onready var p2_healthbar : HealthBar = %P2HealthBar
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@onready var control_display : ControlDisplay = %ControlDisplay
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@@ -13,10 +13,10 @@ func register_pawn(player : PawnController, is_local : bool) -> void:
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player.health_changed.connect(p1_healthbar._on_health_changed if is_local else p2_healthbar._on_health_changed)
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player.poison_status_changed.connect(p1_healthbar._on_poison_status_changed if is_local else p2_healthbar._on_poison_status_changed)
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if is_local:
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trap_display._on_trap_list_changed(player.data.traps, player.data.active_trap)
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player.trap_cycled.connect(trap_display._on_trap_cycled)
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player.trap_quantity_changed.connect(trap_display._on_trap_quantity_changed)
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player.trap_list_changed.connect(trap_display._on_trap_list_changed)
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hack_display._on_hack_list_changed(player.data.hacks, player.data.active_hack)
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player.hack_cycled.connect(hack_display._on_hack_cycled)
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player.hack_quantity_changed.connect(hack_display._on_hack_quantity_changed)
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player.hack_list_changed.connect(hack_display._on_hack_list_changed)
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player.combat_target_changed.connect(control_display._on_melee_range_changed)
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player.ammo_changed.connect(_on_ammo_changed)
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set_ammo(player.ammo)
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