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# Solve.mjs Log - 2026-02-07T18:19:23.356Z
[2026-02-07T18:19:23.356Z] [INFO] 📁 Log file: /home/hive/solve-2026-02-07T18-19-23-355Z.log
[2026-02-07T18:19:23.358Z] [INFO] (All output will be logged here)
[2026-02-07T18:19:23.843Z] [INFO]
[2026-02-07T18:19:23.843Z] [INFO] 🚀 solve v1.16.0
[2026-02-07T18:19:23.844Z] [INFO] 🔧 Raw command executed:
[2026-02-07T18:19:23.844Z] [INFO] /home/hive/.nvm/versions/node/v20.20.0/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats
[2026-02-07T18:19:23.844Z] [INFO]
[2026-02-07T18:19:23.861Z] [INFO]
[2026-02-07T18:19:23.862Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-02-07T18:19:23.862Z] [INFO]
[2026-02-07T18:19:23.863Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-02-07T18:19:23.863Z] [INFO] The log may contain sensitive information such as:
[2026-02-07T18:19:23.863Z] [INFO] • API keys, tokens, or secrets
[2026-02-07T18:19:23.863Z] [INFO] • File paths and directory structures
[2026-02-07T18:19:23.864Z] [INFO] • Command outputs and error messages
[2026-02-07T18:19:23.864Z] [INFO] • Internal system information
[2026-02-07T18:19:23.864Z] [INFO]
[2026-02-07T18:19:23.864Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-02-07T18:19:23.865Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-02-07T18:19:23.865Z] [INFO]
[2026-02-07T18:19:23.865Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-02-07T18:19:23.865Z] [INFO]
[2026-02-07T18:19:28.872Z] [INFO]
[2026-02-07T18:19:28.897Z] [INFO] 💾 Disk space check: 31446MB available (2048MB required) ✅
[2026-02-07T18:19:28.899Z] [INFO] 🧠 Memory check: 8341MB available, swap: 4095MB (0MB used), total: 12436MB (256MB required) ✅
[2026-02-07T18:19:28.915Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-02-07T18:19:28.916Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-02-07T18:19:28.917Z] [INFO] 📋 URL validation:
[2026-02-07T18:19:28.917Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594
[2026-02-07T18:19:28.917Z] [INFO] Is Issue URL: false
[2026-02-07T18:19:28.917Z] [INFO] Is PR URL: true
[2026-02-07T18:19:28.917Z] [INFO] 🔍 Checking repository access for auto-fork...
[2026-02-07T18:19:29.645Z] [INFO] Repository visibility: public
[2026-02-07T18:19:29.645Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode
[2026-02-07T18:19:29.647Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled)
[2026-02-07T18:19:30.006Z] [INFO] Repository visibility: public
[2026-02-07T18:19:30.007Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-02-07T18:19:30.008Z] [INFO] 🔄 Continue mode: Working with PR #594
[2026-02-07T18:19:30.009Z] [INFO] Continue mode activated: PR URL provided directly
[2026-02-07T18:19:30.009Z] [INFO] PR Number set to: 594
[2026-02-07T18:19:30.009Z] [INFO] Will fetch PR details and linked issue
[2026-02-07T18:19:30.547Z] [INFO] 🍴 Detected fork PR from konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:19:30.548Z] [INFO] Fork owner: konard
[2026-02-07T18:19:30.548Z] [INFO] Will clone fork repository for continue mode
[2026-02-07T18:19:30.548Z] [INFO] 📝 PR branch: issue-592-f7ca9167d308
[2026-02-07T18:19:30.549Z] [INFO] 🔗 Found linked issue #592
[2026-02-07T18:19:30.550Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1770488370550
[2026-02-07T18:19:30.552Z] [INFO]
🍴 Fork mode: ENABLED
[2026-02-07T18:19:30.552Z] [INFO] Checking fork status...
[2026-02-07T18:19:30.946Z] [INFO] 🔍 Detecting fork conflicts...
[2026-02-07T18:19:31.940Z] [INFO] ✅ No fork conflict: Safe to proceed
[2026-02-07T18:19:32.306Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:19:32.307Z] [INFO] 🔍 Validating fork parent...
[2026-02-07T18:19:32.720Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP
[2026-02-07T18:19:32.722Z] [INFO]
📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:19:36.653Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1770488370550
[2026-02-07T18:19:36.714Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP
[2026-02-07T18:19:36.771Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-02-07T18:19:36.772Z] [INFO] 🔄 Fetching upstream...
[2026-02-07T18:19:37.098Z] [INFO] ✅ Upstream fetched: Successfully
[2026-02-07T18:19:37.099Z] [INFO] 🔄 Syncing default branch...
[2026-02-07T18:19:37.518Z] [INFO] ℹ️ Default branch: main
[2026-02-07T18:19:37.599Z] [INFO] ✅ Default branch synced: with upstream/main
[2026-02-07T18:19:37.599Z] [INFO] 🔄 Pushing to fork: main branch
[2026-02-07T18:19:38.109Z] [INFO] ✅ Fork updated: Default branch pushed to fork
[2026-02-07T18:19:38.110Z] [INFO]
🔍 Checking PR fork: Determining if branch is in another fork...
[2026-02-07T18:19:38.447Z] [INFO] ℹ️ PR fork owner: Same as current user, using origin remote
[2026-02-07T18:19:38.594Z] [INFO]
📌 Default branch: main
[2026-02-07T18:19:38.658Z] [INFO]
🔄 Checking out PR branch: issue-592-f7ca9167d308
[2026-02-07T18:19:38.659Z] [INFO] 📥 Fetching branches: From remote...
[2026-02-07T18:19:39.155Z] [INFO] 🔍 Verifying: Branch checkout...
[2026-02-07T18:19:39.212Z] [INFO] ✅ Branch checked out: issue-592-f7ca9167d308
[2026-02-07T18:19:39.213Z] [INFO] ✅ Current branch: issue-592-f7ca9167d308
[2026-02-07T18:19:39.213Z] [INFO] Branch operation: Checkout existing PR branch
[2026-02-07T18:19:39.213Z] [INFO] Branch verification: Matches expected
[2026-02-07T18:19:39.218Z] [INFO]
🔄 Continue mode: ACTIVE
[2026-02-07T18:19:39.218Z] [INFO] Using existing PR: #594
[2026-02-07T18:19:39.218Z] [INFO] PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594
[2026-02-07T18:19:39.219Z] [INFO]
🚀 Starting work session: 2026-02-07T18:19:39.219Z
[2026-02-07T18:19:39.587Z] [INFO] 📝 Converting PR: Back to draft mode...
[2026-02-07T18:19:40.285Z] [INFO] ✅ PR converted: Now in draft mode
[2026-02-07T18:19:41.166Z] [INFO] 💬 Posted: AI Work Session Started comment
[2026-02-07T18:19:41.510Z] [INFO] 👤 Current user: konard
[2026-02-07T18:19:41.511Z] [INFO]
📊 Comment counting conditions:
[2026-02-07T18:19:41.511Z] [INFO] prNumber: 594
[2026-02-07T18:19:41.511Z] [INFO] branchName: issue-592-f7ca9167d308
[2026-02-07T18:19:41.511Z] [INFO] isContinueMode: true
[2026-02-07T18:19:41.511Z] [INFO] Will count comments: true
[2026-02-07T18:19:41.512Z] [INFO] 💬 Counting comments: Checking for new comments since last commit...
[2026-02-07T18:19:41.512Z] [INFO] PR #594 on branch: issue-592-f7ca9167d308
[2026-02-07T18:19:41.512Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP
[2026-02-07T18:19:42.017Z] [INFO] 📅 Last commit time (from API): 2026-02-07T17:47:48.000Z
[2026-02-07T18:19:43.157Z] [INFO] 💬 New PR comments: 3
[2026-02-07T18:19:43.157Z] [INFO] 💬 New PR review comments: 0
[2026-02-07T18:19:43.158Z] [INFO] 💬 New issue comments: 0
[2026-02-07T18:19:43.158Z] [INFO] Total new comments: 3
[2026-02-07T18:19:43.158Z] [INFO] Comment lines to add: Yes
[2026-02-07T18:19:43.158Z] [INFO] PR review comments fetched: 0
[2026-02-07T18:19:43.159Z] [INFO] PR conversation comments fetched: 11
[2026-02-07T18:19:43.159Z] [INFO] Total PR comments checked: 11
[2026-02-07T18:19:45.974Z] [INFO] Feedback info will be added to prompt:
[2026-02-07T18:19:45.975Z] [INFO] - New comments on the pull request: 3
[2026-02-07T18:19:45.975Z] [INFO] 📅 Getting timestamps: From GitHub servers...
[2026-02-07T18:19:45.975Z] [INFO] - Pull request description was edited after last commit
[2026-02-07T18:19:46.334Z] [INFO] 📝 Issue updated: 2026-02-07T14:37:37.000Z
[2026-02-07T18:19:46.624Z] [INFO] 💬 Comments: None found
[2026-02-07T18:19:46.994Z] [INFO] 🔀 Recent PR: 2026-02-07T18:17:04.000Z
[2026-02-07T18:19:46.995Z] [INFO]
✅ Reference time: 2026-02-07T18:17:04.000Z
[2026-02-07T18:19:46.995Z] [INFO]
🔍 Checking for uncommitted changes to include as feedback...
[2026-02-07T18:19:47.052Z] [INFO] ✅ No uncommitted changes found
[2026-02-07T18:19:47.369Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-592-f7ca9167d308
[2026-02-07T18:19:49.433Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints
[2026-02-07T18:19:49.561Z] [INFO] 👁️ Model vision capability: supported
[2026-02-07T18:19:49.562Z] [INFO]
📝 Final prompt structure:
[2026-02-07T18:19:49.562Z] [INFO] Characters: 621
[2026-02-07T18:19:49.563Z] [INFO] System prompt characters: 12741
[2026-02-07T18:19:49.563Z] [INFO] Feedback info: Included
[2026-02-07T18:19:49.565Z] [INFO]
🤖 Executing Claude: OPUS
[2026-02-07T18:19:49.565Z] [INFO] Model: opus
[2026-02-07T18:19:49.565Z] [INFO] Working directory: /tmp/gh-issue-solver-1770488370550
[2026-02-07T18:19:49.565Z] [INFO] Branch: issue-592-f7ca9167d308
[2026-02-07T18:19:49.565Z] [INFO] Prompt length: 621 chars
[2026-02-07T18:19:49.566Z] [INFO] System prompt length: 12741 chars
[2026-02-07T18:19:49.566Z] [INFO] Feedback info included: Yes (2 lines)
[2026-02-07T18:19:49.626Z] [INFO] 📈 System resources before execution:
[2026-02-07T18:19:49.627Z] [INFO] Memory: MemFree: 6267808 kB
[2026-02-07T18:19:49.627Z] [INFO] Load: 1.43 1.62 1.65 2/676 645661
[2026-02-07T18:19:49.627Z] [INFO]
📝 Raw command:
[2026-02-07T18:19:49.627Z] [INFO] (cd "/tmp/gh-issue-solver-1770488370550" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-6 -p "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/592
Your prepared branch: issue-592-f7ca9167d308
Your prepared working directory: /tmp/gh-issue-solver-1770488370550
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594
Your forked repository: konard/Jhon-Crow-godot-topdown-MVP
Original repository (upstream): Jhon-Crow/godot-topdown-MVP
GitHub Actions on your fork: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-592-f7ca9167d308
New comments on the pull request: 3
Pull request description was edited after last commit
Continue.
" --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-592-f7ca9167d308 --limit 5 --json databaseId,conclusion,createdAt,headSha
Step 2: Verify runs are after the latest commit by checking timestamps and SHA
Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log
Step 4: Read each downloaded log file using Read tool to understand the actual failures
Step 5: Report findings with specific errors and line numbers from logs
This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR.
Note: If user says \"failing\" but tools show \"passing\", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy.
- When a code or log file has more than 1500 lines, read it in chunks of 1500 lines.
- When facing a complex problem, do as much tracing as possible and turn on all verbose modes.
- When you create debug, test, or example/experiment scripts for fixing, always keep them in an ./examples and/or ./experiments folders so you can reuse them later.
- When testing your assumptions, use the experiment scripts, and add it to ./experiments folder.
- When your experiments can show real world use case of the software, add it to ./examples folder.
- When you face something extremely hard, use divide and conquer — it always helps.
Initial research.
- When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality.
- When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs.
- When you read issue, read all details and comments thoroughly.
- When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause \"Could not process image\" errors and may crash the AI solver process. If the file command shows \"HTML\" or \"text\", the download failed and you should retry or skip the image.
- When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/592.
- When you need related code, use gh search code --owner Jhon-Crow [keywords].
- When you need repo context, read files in your working directory.
- When you study related work, study the most recent related pull requests.
- When issue is not defined enough, write a comment to ask clarifying questions.
- When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication.
- When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed.
- When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default.
- When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints:
1. PR review comments (inline code comments): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/594/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/594/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/594/reviews --paginate
IMPORTANT: The command \"gh pr view --json comments\" ONLY returns conversation comments and misses review comments!
- When you need latest comments on issue, use gh api repos/Jhon-Crow/godot-topdown-MVP/issues/592/comments --paginate.
Solution development and testing.
- When issue is solvable, implement code with tests.
- When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch.
- When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request.
- When you test:
start from testing of small functions using separate scripts;
write unit tests with mocks for easy and quick start.
- When you test integrations, use existing framework.
- When you test solution draft, include automated checks in pr.
- When issue is unclear, write comment on issue asking questions.
- When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help.
- When you need human help, use gh pr comment 594 --body \"your message\" to comment on existing PR.
Preparing pull request.
- When you code, follow contributing guidelines.
- When you commit, write clear message.
- When you need examples of style, use gh pr list --repo Jhon-Crow/godot-topdown-MVP --state merged --search [keywords].
- When you open pr, describe solution draft and include tests.
- When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release.
- When you update existing pr 594, use gh pr edit to modify title and description.
- When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing.
- When you finalize the pull request:
follow style from merged prs for code, title, and description,
make sure no uncommitted changes corresponding to the original requirements are left behind,
make sure the default branch is merged to the pull request's branch,
make sure all CI checks passing if they exist before you finish,
check for latest comments on the issue and pull request to ensure no recent feedback was missed,
double-check that all changes in the pull request answer to original requirements of the issue,
make sure no new new bugs are introduced in pull request by carefully reading gh pr diff,
make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments.
- When you finish implementation, use gh pr ready 594.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-592-f7ca9167d308.
- When you finish, create a pull request from branch issue-592-f7ca9167d308. (Note: PR 594 already exists, update it instead)
- When you organize workflow, use pull requests instead of direct merges to default branch (main or master).
- When you manage commits, preserve commit history for later analysis.
- When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed.
- When you face conflict that you cannot resolve yourself, ask for help.
- When you collaborate, respect branch protections by working only on issue-592-f7ca9167d308.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 594 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent.
GitHub CLI command patterns.
- IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default).
- When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate.
- When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate.
- When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO.
- When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO.
- When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO.
- When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'.
Playwright MCP usage (browser automation via mcp__playwright__* tools).
- When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser.
- When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing.
- When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools.
- When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP.
- When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form).
- When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP.
- When you finish using the browser, always close it with browser_close to free resources.
Visual UI work and screenshots.
- When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description.
- When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder).
- When you save screenshots to the repository, use permanent raw file links in the pull request description markdown (e.g., https://raw.githubusercontent.com/Jhon-Crow/godot-topdown-MVP/issue-592-f7ca9167d308/docs/screenshots/result.png).
- When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format.
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image." | jq -c .)
[2026-02-07T18:19:49.628Z] [INFO]
[2026-02-07T18:19:49.629Z] [INFO] 📋 User prompt:
[2026-02-07T18:19:49.629Z] [INFO] ---BEGIN USER PROMPT---
[2026-02-07T18:19:49.629Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/592
Your prepared branch: issue-592-f7ca9167d308
Your prepared working directory: /tmp/gh-issue-solver-1770488370550
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594
Your forked repository: konard/Jhon-Crow-godot-topdown-MVP
Original repository (upstream): Jhon-Crow/godot-topdown-MVP
GitHub Actions on your fork: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-592-f7ca9167d308
New comments on the pull request: 3
Pull request description was edited after last commit
Continue.
[2026-02-07T18:19:49.630Z] [INFO] ---END USER PROMPT---
[2026-02-07T18:19:49.630Z] [INFO]
[2026-02-07T18:19:49.630Z] [INFO] 📋 System prompt:
[2026-02-07T18:19:49.630Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-02-07T18:19:49.630Z] [INFO] You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-592-f7ca9167d308 --limit 5 --json databaseId,conclusion,createdAt,headSha
Step 2: Verify runs are after the latest commit by checking timestamps and SHA
Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log
Step 4: Read each downloaded log file using Read tool to understand the actual failures
Step 5: Report findings with specific errors and line numbers from logs
This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR.
Note: If user says "failing" but tools show "passing", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy.
- When a code or log file has more than 1500 lines, read it in chunks of 1500 lines.
- When facing a complex problem, do as much tracing as possible and turn on all verbose modes.
- When you create debug, test, or example/experiment scripts for fixing, always keep them in an ./examples and/or ./experiments folders so you can reuse them later.
- When testing your assumptions, use the experiment scripts, and add it to ./experiments folder.
- When your experiments can show real world use case of the software, add it to ./examples folder.
- When you face something extremely hard, use divide and conquer — it always helps.
Initial research.
- When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality.
- When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs.
- When you read issue, read all details and comments thoroughly.
- When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause "Could not process image" errors and may crash the AI solver process. If the file command shows "HTML" or "text", the download failed and you should retry or skip the image.
- When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/592.
- When you need related code, use gh search code --owner Jhon-Crow [keywords].
- When you need repo context, read files in your working directory.
- When you study related work, study the most recent related pull requests.
- When issue is not defined enough, write a comment to ask clarifying questions.
- When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication.
- When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed.
- When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default.
- When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints:
1. PR review comments (inline code comments): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/594/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/594/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/594/reviews --paginate
IMPORTANT: The command "gh pr view --json comments" ONLY returns conversation comments and misses review comments!
- When you need latest comments on issue, use gh api repos/Jhon-Crow/godot-topdown-MVP/issues/592/comments --paginate.
Solution development and testing.
- When issue is solvable, implement code with tests.
- When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch.
- When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request.
- When you test:
start from testing of small functions using separate scripts;
write unit tests with mocks for easy and quick start.
- When you test integrations, use existing framework.
- When you test solution draft, include automated checks in pr.
- When issue is unclear, write comment on issue asking questions.
- When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help.
- When you need human help, use gh pr comment 594 --body "your message" to comment on existing PR.
Preparing pull request.
- When you code, follow contributing guidelines.
- When you commit, write clear message.
- When you need examples of style, use gh pr list --repo Jhon-Crow/godot-topdown-MVP --state merged --search [keywords].
- When you open pr, describe solution draft and include tests.
- When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release.
- When you update existing pr 594, use gh pr edit to modify title and description.
- When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing.
- When you finalize the pull request:
follow style from merged prs for code, title, and description,
make sure no uncommitted changes corresponding to the original requirements are left behind,
make sure the default branch is merged to the pull request's branch,
make sure all CI checks passing if they exist before you finish,
check for latest comments on the issue and pull request to ensure no recent feedback was missed,
double-check that all changes in the pull request answer to original requirements of the issue,
make sure no new new bugs are introduced in pull request by carefully reading gh pr diff,
make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments.
- When you finish implementation, use gh pr ready 594.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-592-f7ca9167d308.
- When you finish, create a pull request from branch issue-592-f7ca9167d308. (Note: PR 594 already exists, update it instead)
- When you organize workflow, use pull requests instead of direct merges to default branch (main or master).
- When you manage commits, preserve commit history for later analysis.
- When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed.
- When you face conflict that you cannot resolve yourself, ask for help.
- When you collaborate, respect branch protections by working only on issue-592-f7ca9167d308.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 594 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent.
GitHub CLI command patterns.
- IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default).
- When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate.
- When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate.
- When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO.
- When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO.
- When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO.
- When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'.
Playwright MCP usage (browser automation via mcp__playwright__* tools).
- When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser.
- When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing.
- When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools.
- When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP.
- When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form).
- When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP.
- When you finish using the browser, always close it with browser_close to free resources.
Visual UI work and screenshots.
- When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description.
- When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder).
- When you save screenshots to the repository, use permanent raw file links in the pull request description markdown (e.g., https://raw.githubusercontent.com/Jhon-Crow/godot-topdown-MVP/issue-592-f7ca9167d308/docs/screenshots/result.png).
- When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format.
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image.
[2026-02-07T18:19:49.631Z] [INFO] ---END SYSTEM PROMPT---
[2026-02-07T18:19:49.631Z] [INFO]
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[2026-02-07T18:19:49.633Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1770488370550
[2026-02-07T18:19:49.634Z] [INFO] 🌿 Branch: issue-592-f7ca9167d308
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[2026-02-07T18:19:49.634Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:19:49.634Z] [INFO]
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[2026-02-07T18:20:01.101Z] [INFO] {
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"content": "title:\tfix: add stun effect, smaller model, and Uzi-like positioning for Makarov PM\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t594\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/594\nadditions:\t21612\ndeletions:\t8\nauto-merge:\tdisabled\n--\n## Summary\n\nFixes Jhon-Crow/godot-topdown-MVP#592\n\nThree improvements to the Makarov PM (ПМ) pistol:\n\n- **Stun effect on bullet hit**: When the player is hit by a bullet, they are stunned for 500ms (cannot move or shoot). Velocity is zeroed instantly on hit for a hard stop. Implemented in both GDScript (`player.gd`) and C# (`Player.cs`) player controllers. Stun start/end events are logged for verification.\n- **Smaller pistol model**: The MakarovSprite is scaled to 0.7x its original size.\n- **Pistol positioned like Uzi**: MakarovSprite offset set to `(15, 0)` matching the MiniUzi's `offset = Vector2(15, 0)`, per owner feedback. BulletSpawnOffset adjusted to 35 matching MiniUzi.\n\n## Root Cause Analysis (stun not working)\n\nAnalyzed `game_log_20260207_201502.txt` from owner's second test session. The stun was technically being applied (log showed \"Stun applied for 130ms\" entries), but the player couldn't feel it because:\n\n1. **130ms was imperceptible** — only ~8 physics frames at 60fps, too short for humans to notice\n2. **Velocity wasn't zeroed** — the player kept sliding on friction during the stun, so there was no \"hard stop\" feeling\n3. **No visual stun indicator** — with the existing hit flash being the only visual feedback, the stun blended into the hit reaction\n\n**Fix**: Increased to 500ms (30 physics frames) and immediately zero velocity on hit, creating a clear \"flinch/stop\" effect.\n\n## Changes\n\n| File | Change |\n|------|--------|\n| `Scripts/Characters/Player.cs` | Stun duration 130ms → 500ms, zero velocity on hit |\n| `scripts/characters/player.gd` | Stun duration 130ms → 500ms, zero velocity on hit |\n| `scenes/weapons/csharp/MakarovPM.tscn` | Sprite offset (20,0)→(15,0), BulletSpawnOffset 34→35 (matching MiniUzi) |\n| `docs/case-studies/issue-592/` | Added game_log_20260207_201502.txt |\n\n## Test plan\n\n- [ ] Verify player is stunned for ~500ms when hit by enemy bullet (check log for `[Player] Stun applied for 500ms`)\n- [ ] Verify player stops immediately when hit (no sliding)\n- [ ] Verify stun end is logged (`[Player] Stun ended`)\n- [ ] Verify pistol is positioned like the Uzi (same distance from player body)\n- [ ] Verify pistol appears smaller than before (0.7x scale)\n- [ ] Verify bullets spawn correctly from the pistol barrel\n- [ ] Verify pistol does not visually slide when player rotates\n- [ ] Verify other weapons (M16, Shotgun, Uzi, etc.) are unaffected\n\n🤖 Generated with [Claude Code](https://claude.com/claude-code)",
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"stdout": "title:\tfix: add stun effect, smaller model, and Uzi-like positioning for Makarov PM\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t594\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/594\nadditions:\t21612\ndeletions:\t8\nauto-merge:\tdisabled\n--\n## Summary\n\nFixes Jhon-Crow/godot-topdown-MVP#592\n\nThree improvements to the Makarov PM (ПМ) pistol:\n\n- **Stun effect on bullet hit**: When the player is hit by a bullet, they are stunned for 500ms (cannot move or shoot). Velocity is zeroed instantly on hit for a hard stop. Implemented in both GDScript (`player.gd`) and C# (`Player.cs`) player controllers. Stun start/end events are logged for verification.\n- **Smaller pistol model**: The MakarovSprite is scaled to 0.7x its original size.\n- **Pistol positioned like Uzi**: MakarovSprite offset set to `(15, 0)` matching the MiniUzi's `offset = Vector2(15, 0)`, per owner feedback. BulletSpawnOffset adjusted to 35 matching MiniUzi.\n\n## Root Cause Analysis (stun not working)\n\nAnalyzed `game_log_20260207_201502.txt` from owner's second test session. The stun was technically being applied (log showed \"Stun applied for 130ms\" entries), but the player couldn't feel it because:\n\n1. **130ms was imperceptible** — only ~8 physics frames at 60fps, too short for humans to notice\n2. **Velocity wasn't zeroed** — the player kept sliding on friction during the stun, so there was no \"hard stop\" feeling\n3. **No visual stun indicator** — with the existing hit flash being the only visual feedback, the stun blended into the hit reaction\n\n**Fix**: Increased to 500ms (30 physics frames) and immediately zero velocity on hit, creating a clear \"flinch/stop\" effect.\n\n## Changes\n\n| File | Change |\n|------|--------|\n| `Scripts/Characters/Player.cs` | Stun duration 130ms → 500ms, zero velocity on hit |\n| `scripts/characters/player.gd` | Stun duration 130ms → 500ms, zero velocity on hit |\n| `scenes/weapons/csharp/MakarovPM.tscn` | Sprite offset (20,0)→(15,0), BulletSpawnOffset 34→35 (matching MiniUzi) |\n| `docs/case-studies/issue-592/` | Added game_log_20260207_201502.txt |\n\n## Test plan\n\n- [ ] Verify player is stunned for ~500ms when hit by enemy bullet (check log for `[Player] Stun applied for 500ms`)\n- [ ] Verify player stops immediately when hit (no sliding)\n- [ ] Verify stun end is logged (`[Player] Stun ended`)\n- [ ] Verify pistol is positioned like the Uzi (same distance from player body)\n- [ ] Verify pistol appears smaller than before (0.7x scale)\n- [ ] Verify bullets spawn correctly from the pistol barrel\n- [ ] Verify pistol does not visually slide when player rotates\n- [ ] Verify other weapons (M16, Shotgun, Uzi, etc.) are unaffected\n\n🤖 Generated with [Claude Code](https://claude.com/claude-code)",
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[2026-02-07T18:20:02.451Z] [INFO] {
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"content": "[{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864662405\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864662405\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864662405,\"node_id\":\"IC_kwDOQ35BQ87mWhGF\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T15:04:40Z\",\"updated_at\":\"2026-02-07T15:04:40Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $7.681434 USD\\n- Calculated by Anthropic: $4.729217 USD\\n- Difference: $-2.952217 (-38.43%)\\n📎 **Log file uploaded as Gist** (2126KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/abe692e289f252fe9f39276c32f2d706/raw/a8e0fb80e28b978521d1dbf9d3829e551eba3344/solution-draft-log-pr-1770476674605.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864662405/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864689835\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864689835\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864689835,\"node_id\":\"IC_kwDOQ35BQ87mWnyr\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T15:18:36Z\",\"updated_at\":\"2026-02-07T15:18:36Z\",\"body\":\"проверь, работает ли стан по логу.\\r\\nесли работает - сделай дольше на 30%\\r\\nпистолет теперь вообще не виден (скрыт в теле игрока) - поставь его на то расстояние, на котором от игрока находится помпа дробовика.\\r\\n[game_log_20260207_181538.txt](https://github.com/user-attachments/files/25152529/game_log_20260207_181538.txt)\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864689835/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864821235\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864821235\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864821235,\"node_id\":\"IC_kwDOQ35BQ87mXH3z\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T16:53:58Z\",\"updated_at\":\"2026-02-07T16:53:58Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T16:53:56.432Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864821235/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864840927\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864840927\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864840927,\"node_id\":\"IC_kwDOQ35BQ87mXMrf\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:00:50Z\",\"updated_at\":\"2026-02-07T17:00:50Z\",\"body\":\"## Changes based on feedback\\n\\n### 1. Stun verification from log\\nAnalyzed `game_log_20260207_181538.txt` — the stun code **is working**. The `on_hit_with_info()` method is called (confirmed by \\\"Player damaged\\\" log entries), and stun variables are set before `TakeDamage()` in the same method. The stun had no logging previously, so it was invisible in the log.\\n\\n**Added stun logging** — now the log will show:\\n```\\n[Player] Stun applied for 130ms (Issue #592)\\n[Player] Stun ended (Issue #592)\\n```\\n\\n### 2. Stun increased by 30%\\nDuration changed from `100ms` → `130ms` in both `Player.cs` and `player.gd`.\\n\\n### 3. Pistol positioning fixed\\nThe pistol was hidden because the sprite offset was `(5, 0)` with `0.7x` scale — too close to the weapon origin. Changed MakarovSprite offset to `(20, 0)` to match the Shotgun's `ShotgunSprite offset = Vector2(20, 0)`. BulletSpawnOffset adjusted from `24` → `34` for the new position.\\n\\nAll 6 CI checks passing ✅\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864840927/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864842222\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864842222\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864842222,\"node_id\":\"IC_kwDOQ35BQ87mXM_u\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:01:13Z\",\"updated_at\":\"2026-02-07T17:01:13Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $4.826288 USD\\n- Calculated by Anthropic: $2.622710 USD\\n- Difference: $-2.203577 (-45.66%)\\n📎 **Log file uploaded as Gist** (1391KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/7e48a61ee820d585a3a1bfbe07589dc6/raw/c9bc959df2bfdb95f2267bd573d2fdd568e4bdd5/solution-draft-log-pr-1770483667836.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864842222/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864888960\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864888960\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864888960,\"node_id\":\"IC_kwDOQ35BQ87mXYaA\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:18:52Z\",\"updated_at\":\"2026-02-07T17:18:52Z\",\"body\":\"расположи модель пистолета так же как расположена модель uzi.\\r\\nстаны не работают\\r\\n[game_log_20260207_201502.txt](https://github.com/user-attachments/files/25153733/game_log_20260207_201502.txt)\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864888960/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864924959\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864924959\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864924959,\"node_id\":\"IC_kwDOQ35BQ87mXhMf\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:41:43Z\",\"updated_at\":\"2026-02-07T17:41:43Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T17:41:41.439Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864924959/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864942747\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864942747\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864942747,\"node_id\":\"IC_kwDOQ35BQ87mXlib\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:48:25Z\",\"updated_at\":\"2026-02-07T17:48:25Z\",\"body\":\"## Changes based on feedback\\n\\n### 1. Stun fix — root cause found\\nAnalyzed `game_log_20260207_201502.txt` — the stun **was working** (log showed \\\"Stun applied for 130ms\\\" 100+ times), but was **imperceptible** because:\\n- 130ms = ~8 physics frames — too fast for humans to notice\\n- Velocity wasn't zeroed on hit — player kept sliding on friction\\n\\n**Fix:**\\n- Duration: `130ms` → `500ms` (half a second, clearly noticeable flinch)\\n- Velocity is now **zeroed instantly** when hit — player stops dead, then can't move/shoot for 500ms\\n- Log will now show: `[Player] Stun applied for 500ms (Issue #592)`\\n\\n### 2. Pistol positioned like Uzi\\nChanged MakarovSprite to match MiniUzi positioning:\\n- Offset: `(20, 0)` → `(15, 0)` (same as MiniUzi)\\n- BulletSpawnOffset: `34` → `35` (same as MiniUzi)\\n- Scale `0.7x` kept (smaller pistol per original issue)\\n\\nAll 6 CI workflows should pass ✅\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864942747/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864951892\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864951892\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864951892,\"node_id\":\"IC_kwDOQ35BQ87mXnxU\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:50:45Z\",\"updated_at\":\"2026-02-07T17:50:45Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $5.839988 USD\\n- Calculated by Anthropic: $9.906219 USD\\n- Difference: $4.066231 (+69.63%)\\n📎 **Log file uploaded as Gist** (1368KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/5e9399b758d8d75e7d6853da2ab8800c/raw/c7de1d0dfed9428784a89fed360e44bae45fbc57/solution-draft-log-pr-1770486638379.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864951892/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865033486\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3865033486\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3865033486,\"node_id\":\"IC_kwDOQ35BQ87mX7sO\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:18:56Z\",\"updated_at\":\"2026-02-07T18:18:56Z\",\"body\":\"верни расположение и модель из main.\\r\\nстан либо не работает, либо слишком короткий, добавь отображение статуса в дебаг\\r\\n[game_log_20260207_211706.txt](https://github.com/user-attachments/files/25154090/game_log_20260207_211706.txt)\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865033486/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865034467\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3865034467\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3865034467,\"node_id\":\"IC_kwDOQ35BQ87mX77j\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:19:40Z\",\"updated_at\":\"2026-02-07T18:19:40Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T18:19:39.219Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865034467/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null}]",
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"stdout": "[{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864662405\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864662405\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864662405,\"node_id\":\"IC_kwDOQ35BQ87mWhGF\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T15:04:40Z\",\"updated_at\":\"2026-02-07T15:04:40Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $7.681434 USD\\n- Calculated by Anthropic: $4.729217 USD\\n- Difference: $-2.952217 (-38.43%)\\n📎 **Log file uploaded as Gist** (2126KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/abe692e289f252fe9f39276c32f2d706/raw/a8e0fb80e28b978521d1dbf9d3829e551eba3344/solution-draft-log-pr-1770476674605.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864662405/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864689835\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864689835\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864689835,\"node_id\":\"IC_kwDOQ35BQ87mWnyr\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T15:18:36Z\",\"updated_at\":\"2026-02-07T15:18:36Z\",\"body\":\"проверь, работает ли стан по логу.\\r\\nесли работает - сделай дольше на 30%\\r\\nпистолет теперь вообще не виден (скрыт в теле игрока) - поставь его на то расстояние, на котором от игрока находится помпа дробовика.\\r\\n[game_log_20260207_181538.txt](https://github.com/user-attachments/files/25152529/game_log_20260207_181538.txt)\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864689835/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864821235\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864821235\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864821235,\"node_id\":\"IC_kwDOQ35BQ87mXH3z\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T16:53:58Z\",\"updated_at\":\"2026-02-07T16:53:58Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T16:53:56.432Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864821235/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864840927\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864840927\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864840927,\"node_id\":\"IC_kwDOQ35BQ87mXMrf\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:00:50Z\",\"updated_at\":\"2026-02-07T17:00:50Z\",\"body\":\"## Changes based on feedback\\n\\n### 1. Stun verification from log\\nAnalyzed `game_log_20260207_181538.txt` — the stun code **is working**. The `on_hit_with_info()` method is called (confirmed by \\\"Player damaged\\\" log entries), and stun variables are set before `TakeDamage()` in the same method. The stun had no logging previously, so it was invisible in the log.\\n\\n**Added stun logging** — now the log will show:\\n```\\n[Player] Stun applied for 130ms (Issue #592)\\n[Player] Stun ended (Issue #592)\\n```\\n\\n### 2. Stun increased by 30%\\nDuration changed from `100ms` → `130ms` in both `Player.cs` and `player.gd`.\\n\\n### 3. Pistol positioning fixed\\nThe pistol was hidden because the sprite offset was `(5, 0)` with `0.7x` scale — too close to the weapon origin. Changed MakarovSprite offset to `(20, 0)` to match the Shotgun's `ShotgunSprite offset = Vector2(20, 0)`. BulletSpawnOffset adjusted from `24` → `34` for the new position.\\n\\nAll 6 CI checks passing ✅\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864840927/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864842222\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864842222\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864842222,\"node_id\":\"IC_kwDOQ35BQ87mXM_u\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:01:13Z\",\"updated_at\":\"2026-02-07T17:01:13Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $4.826288 USD\\n- Calculated by Anthropic: $2.622710 USD\\n- Difference: $-2.203577 (-45.66%)\\n📎 **Log file uploaded as Gist** (1391KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/7e48a61ee820d585a3a1bfbe07589dc6/raw/c9bc959df2bfdb95f2267bd573d2fdd568e4bdd5/solution-draft-log-pr-1770483667836.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864842222/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864888960\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864888960\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864888960,\"node_id\":\"IC_kwDOQ35BQ87mXYaA\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:18:52Z\",\"updated_at\":\"2026-02-07T17:18:52Z\",\"body\":\"расположи модель пистолета так же как расположена модель uzi.\\r\\nстаны не работают\\r\\n[game_log_20260207_201502.txt](https://github.com/user-attachments/files/25153733/game_log_20260207_201502.txt)\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864888960/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864924959\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864924959\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864924959,\"node_id\":\"IC_kwDOQ35BQ87mXhMf\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:41:43Z\",\"updated_at\":\"2026-02-07T17:41:43Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T17:41:41.439Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864924959/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864942747\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864942747\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864942747,\"node_id\":\"IC_kwDOQ35BQ87mXlib\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:48:25Z\",\"updated_at\":\"2026-02-07T17:48:25Z\",\"body\":\"## Changes based on feedback\\n\\n### 1. Stun fix — root cause found\\nAnalyzed `game_log_20260207_201502.txt` — the stun **was working** (log showed \\\"Stun applied for 130ms\\\" 100+ times), but was **imperceptible** because:\\n- 130ms = ~8 physics frames — too fast for humans to notice\\n- Velocity wasn't zeroed on hit — player kept sliding on friction\\n\\n**Fix:**\\n- Duration: `130ms` → `500ms` (half a second, clearly noticeable flinch)\\n- Velocity is now **zeroed instantly** when hit — player stops dead, then can't move/shoot for 500ms\\n- Log will now show: `[Player] Stun applied for 500ms (Issue #592)`\\n\\n### 2. Pistol positioned like Uzi\\nChanged MakarovSprite to match MiniUzi positioning:\\n- Offset: `(20, 0)` → `(15, 0)` (same as MiniUzi)\\n- BulletSpawnOffset: `34` → `35` (same as MiniUzi)\\n- Scale `0.7x` kept (smaller pistol per original issue)\\n\\nAll 6 CI workflows should pass ✅\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864942747/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864951892\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3864951892\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3864951892,\"node_id\":\"IC_kwDOQ35BQ87mXnxU\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:50:45Z\",\"updated_at\":\"2026-02-07T17:50:45Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $5.839988 USD\\n- Calculated by Anthropic: $9.906219 USD\\n- Difference: $4.066231 (+69.63%)\\n📎 **Log file uploaded as Gist** (1368KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/5e9399b758d8d75e7d6853da2ab8800c/raw/c7de1d0dfed9428784a89fed360e44bae45fbc57/solution-draft-log-pr-1770486638379.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864951892/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865033486\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3865033486\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3865033486,\"node_id\":\"IC_kwDOQ35BQ87mX7sO\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:18:56Z\",\"updated_at\":\"2026-02-07T18:18:56Z\",\"body\":\"верни расположение и модель из main.\\r\\nстан либо не работает, либо слишком короткий, добавь отображение статуса в дебаг\\r\\n[game_log_20260207_211706.txt](https://github.com/user-attachments/files/25154090/game_log_20260207_211706.txt)\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865033486/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865034467\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/594#issuecomment-3865034467\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/594\",\"id\":3865034467,\"node_id\":\"IC_kwDOQ35BQ87mX77j\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:19:40Z\",\"updated_at\":\"2026-02-07T18:19:40Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T18:19:39.219Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865034467/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null}]",
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"text": "Now I see the latest feedback from the owner (Jhon-Crow). The **3 new comments** are from the latest session. Let me identify the most recent feedback:\n\n**Latest comment from Jhon-Crow (3865033486):**\n> верни расположение и модель из main.\n> стан либо не работает, либо слишком короткий, добавь отображение статуса в дебаг\n> [game_log_20260207_211706.txt](https://github.com/user-attachments/files/25154090/game_log_20260207_211706.txt)\n\nTranslation:\n1. **Revert the pistol positioning and model to main** (the changes to the pistol sprite/position are unwanted)\n2. **Stun either doesn't work or is too short** — add stun status display to the debug overlay\n3. New game log attached\n\nLet me download the log, examine the current state of code, and understand what needs to be reverted."
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"content": " % Total % Received % Xferd Average Speed Time Time Time Current\n Dload Upload Total Spent Left Speed\n\r 0 0 0 0 0 0 0 0 0\r 0 0 0 0 0 0 0 0 0\r 0 0 0 0 0 0 0 0 0\n\r 0 0 0 0 0 0 0 0 0\r100 290.3k 100 290.3k 0 0 418.1k 0 0\r100 290.3k 100 290.3k 0 0 418.1k 0 0\r100 290.3k 100 290.3k 0 0 418.1k 0 0",
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[2026-02-07T18:20:22.024Z] [INFO] {
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"content": "186-## Whether invincibility mode is enabled (F6 toggle, player takes no damage).\n187-var _invincibility_enabled: bool = false\n188-\n189:## Whether the player is stunned (cannot move or shoot). Set on bullet hit.\n190:var _is_stunned: bool = false\n191-\n192:## Remaining stun duration in seconds.\n193:var _stun_timer: float = 0.0\n194-\n195:## Stun duration in seconds when hit by a bullet (Issue #592).\n196:const STUN_DURATION: float = 0.5\n197-\n198-\n199-func _ready() -> void:\n--\n325-\tif not _is_alive:\n326-\t\treturn\n327-\n328:\t# Update stun timer (Issue #592)\n329:\tif _is_stunned:\n330:\t\t_stun_timer -= delta\n331:\t\tif _stun_timer <= 0.0:\n332:\t\t\t_is_stunned = false\n333:\t\t\t_stun_timer = 0.0\n334:\t\t\tFileLogger.info(\"[Player] Stun ended (Issue #592)\")\n335-\n336-\t# Detect weapon pose after waiting a few frames for level scripts to add weapons\n337-\tif not _weapon_pose_applied:\n--\n340-\t\t\t_detect_and_apply_weapon_pose()\n341-\t\t\t_weapon_pose_applied = true\n342-\n343:\t# While stunned, force zero input and apply friction only (Issue #592)\n344:\tvar input_direction := Vector2.ZERO if _is_stunned else _get_input_direction()\n345-\n346-\tif input_direction != Vector2.ZERO:\n347-\t\t# Apply acceleration towards the input direction\n--\n401-\tif _active_grenade != null and is_instance_valid(_active_grenade):\n402-\t\t_active_grenade.global_position = global_position\n403-\n404:\t# Handle shooting input (only if not in grenade preparation state and not stunned)\n405-\t# Grenade steps 2 and 3 use LMB, so don't shoot during those\n406-\t# In simple mode, we only use RMB so shooting with LMB is always allowed\n407:\t# Stun blocks shooting (Issue #592)\n408:\tvar can_shoot := not _is_stunned and (_grenade_state == GrenadeState.IDLE or _grenade_state == GrenadeState.TIMER_STARTED or _grenade_state == GrenadeState.SIMPLE_AIMING)\n409-\tif can_shoot and Input.is_action_just_pressed(\"shoot\"):\n410-\t\t_shoot()\n411-\n--\n906-\t# Store hit direction for death animation\n907-\t_last_hit_direction = hit_direction\n908-\n909:\t# Apply stun effect — immediately stop movement (Issue #592)\n910:\t_is_stunned = true\n911:\t_stun_timer = STUN_DURATION\n912-\tvelocity = Vector2.ZERO\n913:\tFileLogger.info(\"[Player] Stun applied for %dms (Issue #592)\" % int(STUN_DURATION * 1000))\n914-\n915-\t# Show hit flash effect\n916-\t_show_hit_flash()"
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"content": " 1→[21:17:06] [INFO] ============================================================\n 2→[21:17:06] [INFO] GAME LOG STARTED\n 3→[21:17:06] [INFO] ============================================================\n 4→[21:17:06] [INFO] Timestamp: 2026-02-07T21:17:06\n 5→[21:17:06] [INFO] Log file: I:/Загрузки/godot exe/пм/game_log_20260207_211706.txt\n 6→[21:17:06] [INFO] Executable: I:/Загрузки/godot exe/пм/Godot-Top-Down-Template.exe\n 7→[21:17:06] [INFO] OS: Windows\n 8→[21:17:06] [INFO] Debug build: false\n 9→[21:17:06] [INFO] Engine version: 4.3-stable (official)\n 10→[21:17:06] [INFO] Project: Godot Top-Down Template\n 11→[21:17:06] [INFO] ------------------------------------------------------------\n 12→[21:17:06] [INFO] [GameManager] GameManager ready\n 13→[21:17:06] [INFO] [ScoreManager] ScoreManager ready\n 14→[21:17:06] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n 15→[21:17:06] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n 16→[21:17:06] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n 17→[21:17:06] [INFO] [ImpactEffects] Starting particle shader warmup (Issue #343 fix)...\n 18→[21:17:06] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 19→[21:17:06] [INFO] [PenultimateHit] Saturation shader loaded successfully\n 20→[21:17:06] [INFO] [PenultimateHit] Starting shader warmup (Issue #343 fix)...\n 21→[21:17:06] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n 22→[21:17:06] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n 23→[21:17:06] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n 24→[21:17:06] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n 25→[21:17:06] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n 26→[21:17:06] [INFO] [LastChance] Resetting all effects (scene change detected)\n 27→[21:17:06] [INFO] [LastChance] Last chance shader loaded successfully\n 28→[21:17:06] [INFO] [LastChance] Starting shader warmup (Issue #343 fix)...\n 29→[21:17:06] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n 30→[21:17:06] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n 31→[21:17:06] [INFO] [LastChance] Sepia intensity: 0.70\n 32→[21:17:06] [INFO] [LastChance] Brightness: 0.60\n 33→[21:17:06] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n 34→[21:17:06] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n 35→[21:17:06] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/DefensiveGrenade.tscn\n 36→[21:17:06] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV: true, Complex grenades: false, AI prediction: true, Debug: true, Invincibility: true, Realistic visibility: false\n 37→[21:17:06] [INFO] [CinemaEffects] CinemaEffectsManager initializing (v5.3 - overlay approach with simplified death circle)...\n 38→[21:17:06] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n 39→[21:17:06] [INFO] [CinemaEffects] Created effects layer at layer 99\n 40→[21:17:06] [INFO] [CinemaEffects] Cinema shader loaded successfully (v5.0 - no screen_texture)\n 41→[21:17:06] [INFO] [CinemaEffects] Starting cinema shader warmup (Issue #343 fix)...\n 42→[21:17:06] [INFO] [CinemaEffects] Cinema film effect initialized (v5.3) - Configuration:\n 43→[21:17:06] [INFO] [CinemaEffects] Approach: Overlay-based (no screen_texture)\n 44→[21:17:06] [INFO] [CinemaEffects] Grain intensity: 0.15\n 45→[21:17:06] [INFO] [CinemaEffects] Warm tint: 0.12 intensity\n 46→[21:17:06] [INFO] [CinemaEffects] Sunny effect: 0.08 intensity\n 47→[21:17:06] [INFO] [CinemaEffects] Vignette: 0.25 intensity\n 48→[21:17:06] [INFO] [CinemaEffects] Film defects: 1.5% probability\n 49→[21:17:06] [INFO] [CinemaEffects] White specks: 0.70 intensity, 4.0% probability\n 50→[21:17:06] [INFO] [CinemaEffects] Death effects: cigarette burn + expanding spots + end of reel circle (160px, blinks 2x)\n 51→[21:17:06] [INFO] [CinemaEffects] Enabling effect after 1 frame(s)...\n 52→[21:17:06] [INFO] [GrenadeTimerHelper] Autoload ready\n 53→[21:17:06] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 54→[21:17:06] [INFO] [PowerFantasy] Saturation shader loaded successfully\n 55→[21:17:06] [INFO] [PowerFantasy] PowerFantasyEffectsManager ready - Configuration:\n 56→[21:17:06] [INFO] [PowerFantasy] Kill effect duration: 300ms\n 57→[21:17:06] [INFO] [PowerFantasy] Grenade effect duration: 2000ms (2.0s)\n 58→[21:17:06] [INFO] [ProgressManager] ProgressManager ready, loaded 5 entries\n 59→[21:17:06] [INFO] [ReplayManager] ReplayManager ready (C# version loaded and _Ready called)\n 60→[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 61→[21:17:06] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 62→[21:17:06] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 63→[21:17:06] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 64→[21:17:06] [INFO] [EnemyGrenade] Initialized: 1 grenades\n 65→[21:17:06] [ENEMY] [Enemy1] Death animation component initialized\n 66→[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 67→[21:17:06] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 68→[21:17:06] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 69→[21:17:06] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 70→[21:17:06] [ENEMY] [Enemy2] Death animation component initialized\n 71→[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 72→[21:17:06] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 73→[21:17:06] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 74→[21:17:06] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 75→[21:17:06] [ENEMY] [Enemy3] Death animation component initialized\n 76→[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 77→[21:17:06] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 78→[21:17:06] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 79→[21:17:06] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 80→[21:17:06] [ENEMY] [Enemy4] Death animation component initialized\n 81→[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 82→[21:17:06] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 83→[21:17:06] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 84→[21:17:06] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 85→[21:17:06] [INFO] [EnemyGrenade] Initialized: 1 grenades\n 86→[21:17:06] [ENEMY] [Enemy5] Death animation component initialized\n 87→[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 88→[21:17:06] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n 89→[21:17:06] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n 90→[21:17:06] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n 91→[21:17:06] [INFO] [EnemyGrenade] Initialized: 1 grenades\n 92→[21:17:06] [ENEMY] [Enemy6] Death animation component initialized\n 93→[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 94→[21:17:06] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n 95→[21:17:06] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n 96→[21:17:06] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n 97→[21:17:06] [ENEMY] [Enemy7] Death animation component initialized\n 98→[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 99→[21:17:06] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n 100→[21:17:06] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "55fd5a0b-c7e9-4a12-ac5d-d4d8c4106650",
"uuid": "7f0da1fd-6de3-4483-9de1-78f9fccc49d4",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1770488370550/docs/case-studies/issue-592/game_log_20260207_211706.txt",
"content": "[21:17:06] [INFO] ============================================================\n[21:17:06] [INFO] GAME LOG STARTED\n[21:17:06] [INFO] ============================================================\n[21:17:06] [INFO] Timestamp: 2026-02-07T21:17:06\n[21:17:06] [INFO] Log file: I:/Загрузки/godot exe/пм/game_log_20260207_211706.txt\n[21:17:06] [INFO] Executable: I:/Загрузки/godot exe/пм/Godot-Top-Down-Template.exe\n[21:17:06] [INFO] OS: Windows\n[21:17:06] [INFO] Debug build: false\n[21:17:06] [INFO] Engine version: 4.3-stable (official)\n[21:17:06] [INFO] Project: Godot Top-Down Template\n[21:17:06] [INFO] ------------------------------------------------------------\n[21:17:06] [INFO] [GameManager] GameManager ready\n[21:17:06] [INFO] [ScoreManager] ScoreManager ready\n[21:17:06] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n[21:17:06] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n[21:17:06] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n[21:17:06] [INFO] [ImpactEffects] Starting particle shader warmup (Issue #343 fix)...\n[21:17:06] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[21:17:06] [INFO] [PenultimateHit] Saturation shader loaded successfully\n[21:17:06] [INFO] [PenultimateHit] Starting shader warmup (Issue #343 fix)...\n[21:17:06] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n[21:17:06] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n[21:17:06] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n[21:17:06] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n[21:17:06] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n[21:17:06] [INFO] [LastChance] Resetting all effects (scene change detected)\n[21:17:06] [INFO] [LastChance] Last chance shader loaded successfully\n[21:17:06] [INFO] [LastChance] Starting shader warmup (Issue #343 fix)...\n[21:17:06] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n[21:17:06] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n[21:17:06] [INFO] [LastChance] Sepia intensity: 0.70\n[21:17:06] [INFO] [LastChance] Brightness: 0.60\n[21:17:06] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n[21:17:06] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n[21:17:06] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/DefensiveGrenade.tscn\n[21:17:06] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV: true, Complex grenades: false, AI prediction: true, Debug: true, Invincibility: true, Realistic visibility: false\n[21:17:06] [INFO] [CinemaEffects] CinemaEffectsManager initializing (v5.3 - overlay approach with simplified death circle)...\n[21:17:06] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n[21:17:06] [INFO] [CinemaEffects] Created effects layer at layer 99\n[21:17:06] [INFO] [CinemaEffects] Cinema shader loaded successfully (v5.0 - no screen_texture)\n[21:17:06] [INFO] [CinemaEffects] Starting cinema shader warmup (Issue #343 fix)...\n[21:17:06] [INFO] [CinemaEffects] Cinema film effect initialized (v5.3) - Configuration:\n[21:17:06] [INFO] [CinemaEffects] Approach: Overlay-based (no screen_texture)\n[21:17:06] [INFO] [CinemaEffects] Grain intensity: 0.15\n[21:17:06] [INFO] [CinemaEffects] Warm tint: 0.12 intensity\n[21:17:06] [INFO] [CinemaEffects] Sunny effect: 0.08 intensity\n[21:17:06] [INFO] [CinemaEffects] Vignette: 0.25 intensity\n[21:17:06] [INFO] [CinemaEffects] Film defects: 1.5% probability\n[21:17:06] [INFO] [CinemaEffects] White specks: 0.70 intensity, 4.0% probability\n[21:17:06] [INFO] [CinemaEffects] Death effects: cigarette burn + expanding spots + end of reel circle (160px, blinks 2x)\n[21:17:06] [INFO] [CinemaEffects] Enabling effect after 1 frame(s)...\n[21:17:06] [INFO] [GrenadeTimerHelper] Autoload ready\n[21:17:06] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[21:17:06] [INFO] [PowerFantasy] Saturation shader loaded successfully\n[21:17:06] [INFO] [PowerFantasy] PowerFantasyEffectsManager ready - Configuration:\n[21:17:06] [INFO] [PowerFantasy] Kill effect duration: 300ms\n[21:17:06] [INFO] [PowerFantasy] Grenade effect duration: 2000ms (2.0s)\n[21:17:06] [INFO] [ProgressManager] ProgressManager ready, loaded 5 entries\n[21:17:06] [INFO] [ReplayManager] ReplayManager ready (C# version loaded and _Ready called)\n[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:06] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[21:17:06] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[21:17:06] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[21:17:06] [INFO] [EnemyGrenade] Initialized: 1 grenades\n[21:17:06] [ENEMY] [Enemy1] Death animation component initialized\n[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:06] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[21:17:06] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[21:17:06] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[21:17:06] [ENEMY] [Enemy2] Death animation component initialized\n[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:06] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[21:17:06] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[21:17:06] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[21:17:06] [ENEMY] [Enemy3] Death animation component initialized\n[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:06] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[21:17:06] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[21:17:06] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[21:17:06] [ENEMY] [Enemy4] Death animation component initialized\n[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:06] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[21:17:06] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[21:17:06] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[21:17:06] [INFO] [EnemyGrenade] Initialized: 1 grenades\n[21:17:06] [ENEMY] [Enemy5] Death animation component initialized\n[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:06] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n[21:17:06] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n[21:17:06] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n[21:17:06] [INFO] [EnemyGrenade] Initialized: 1 grenades\n[21:17:06] [ENEMY] [Enemy6] Death animation component initialized\n[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:06] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n[21:17:06] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n[21:17:06] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n[21:17:06] [ENEMY] [Enemy7] Death animation component initialized\n[21:17:06] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:06] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n[21:17:06] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction",
"numLines": 100,
"startLine": 1,
"totalLines": 3540
}
}
}
[2026-02-07T18:20:38.645Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-6",
"id": "msg_01XCVnwKL77DB6swTNh2USzi",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01XqTgnBAcbYiYGW8iAzDcJ2",
"name": "Grep",
"input": {
"pattern": "Stun applied|Stun ended|Player damaged|on_hit",
"path": "/tmp/gh-issue-solver-1770488370550/docs/case-studies/issue-592/game_log_20260207_211706.txt",
"output_mode": "content",
"-n": true
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
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"cache_creation_input_tokens": 5759,
"cache_read_input_tokens": 38707,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 5759
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"output_tokens": 26,
"service_tier": "standard",
"inference_geo": "not_available"
},
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"parent_tool_use_id": null,
"session_id": "55fd5a0b-c7e9-4a12-ac5d-d4d8c4106650",
"uuid": "7e33a00b-5ccd-42cd-9abd-01d517de2f52"
}
[2026-02-07T18:20:38.685Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01XqTgnBAcbYiYGW8iAzDcJ2",
"type": "tool_result",
"content": "663:[21:17:26] [INFO] [Player] Stun applied for 500ms (Issue #592)\n669:[21:17:26] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 2.0\n683:[21:17:27] [INFO] [Player] Stun applied for 500ms (Issue #592)\n689:[21:17:27] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 1.0\n1381:[21:17:37] [INFO] [Player] Stun applied for 500ms (Issue #592)\n1387:[21:17:37] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 9.0\n1899:[21:17:43] [INFO] [Player] Stun applied for 500ms (Issue #592)\n1905:[21:17:43] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 9.0\n1909:[21:17:43] [INFO] [Player] Stun applied for 500ms (Issue #592)\n1915:[21:17:43] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 8.0\n1937:[21:17:43] [INFO] [Player] Stun applied for 500ms (Issue #592)\n1943:[21:17:43] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 7.0\n2960:[21:17:55] [INFO] [Player] Stun applied for 500ms (Issue #592)\n2966:[21:17:55] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 9.0"
}
]
},
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"tool_use_result": {
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"content": "663:[21:17:26] [INFO] [Player] Stun applied for 500ms (Issue #592)\n669:[21:17:26] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 2.0\n683:[21:17:27] [INFO] [Player] Stun applied for 500ms (Issue #592)\n689:[21:17:27] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 1.0\n1381:[21:17:37] [INFO] [Player] Stun applied for 500ms (Issue #592)\n1387:[21:17:37] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 9.0\n1899:[21:17:43] [INFO] [Player] Stun applied for 500ms (Issue #592)\n1905:[21:17:43] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 9.0\n1909:[21:17:43] [INFO] [Player] Stun applied for 500ms (Issue #592)\n1915:[21:17:43] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 8.0\n1937:[21:17:43] [INFO] [Player] Stun applied for 500ms (Issue #592)\n1943:[21:17:43] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 7.0\n2960:[21:17:55] [INFO] [Player] Stun applied for 500ms (Issue #592)\n2966:[21:17:55] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 9.0",
"numLines": 14
}
}
[2026-02-07T18:20:45.459Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-6",
"id": "msg_01V81KLWJh18jbrmx1sd9sJu",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Interesting — the stun IS being applied (8 stun events), but there are **no \"Stun ended\" log entries at all**. This is very suspicious. Let me check if the \"Stun ended\" message is actually in the code path that gets executed. Also, I notice the stun gets re-applied rapidly (lines 1899, 1909, 1937 — three hits within the same second), which means each new hit resets the stun timer.\n\nThe key issue: **no \"Stun ended\" messages ever appear**. This could mean:\n1. The `_PhysicsProcess` is not running (the C# version)\n2. Or the GDScript version is not the one being used\n\nLet me check which player script is actually being used in the scenes."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 1,
"cache_creation_input_tokens": 640,
"cache_read_input_tokens": 44466,
"cache_creation": {
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"ephemeral_1h_input_tokens": 640
},
"output_tokens": 2,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "55fd5a0b-c7e9-4a12-ac5d-d4d8c4106650",
"uuid": "be6dc2d5-efd0-481a-855b-9c3c553e38b7"
}
[2026-02-07T18:20:46.694Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-6",
"id": "msg_01V81KLWJh18jbrmx1sd9sJu",
"type": "message",
"role": "assistant",
"content": [
{
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"content": "1037: public override void _PhysicsProcess(double delta)\n1317: /// Called from _PhysicsProcess() after a few frames to ensure level scripts\n2802: // GDScript _physics_process() may not run in exports, so we need C# to apply friction\n3172: /// Called every frame from _PhysicsProcess.\n3461: /// Called every frame from _PhysicsProcess."
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"text": "There are two Player scenes — a GDScript one and a C# one. Let me check which level scenes use which player and look more deeply at the stun code flow. Let me read the specific stun sections in both files."
}
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"content": " 1030→ var impulse = pushDir * pushStrength;\n 1031→ casing.Call(\"receive_kick\", impulse);\n 1032→ }\n 1033→ }\n 1034→\n 1035→ #endregion\n 1036→\n 1037→ public override void _PhysicsProcess(double delta)\n 1038→ {\n 1039→ // Update stun timer (Issue #592)\n 1040→ if (_isStunned)\n 1041→ {\n 1042→ _stunTimer -= (float)delta;\n 1043→ if (_stunTimer <= 0.0f)\n 1044→ {\n 1045→ _isStunned = false;\n 1046→ _stunTimer = 0.0f;\n 1047→ LogToFile(\"[Player] Stun ended (Issue #592)\");\n 1048→ }\n 1049→ }\n 1050→\n 1051→ // Detect weapon pose after waiting a few frames for level scripts to add weapons\n 1052→ if (!_weaponPoseApplied)\n 1053→ {\n 1054→ _weaponDetectFrameCount++;\n 1055→ if (_weaponDetectFrameCount >= WeaponDetectWaitFrames)\n 1056→ {\n 1057→ DetectAndApplyWeaponPose();\n 1058→ _weaponPoseApplied = true;\n 1059→ }\n 1060→ }\n 1061→\n 1062→ // While stunned, force zero input and apply friction only (Issue #592)\n 1063→ Vector2 inputDirection = _isStunned ? Vector2.Zero : GetInputDirection();\n 1064→ ApplyMovement(inputDirection, (float)delta);\n 1065→\n 1066→ // Push any casings we're overlapping with using Area2D detection (Issue #392 Iteration 8)\n 1067→ PushCasingsWithArea2D();\n 1068→\n 1069→ // Update player model rotation to face the aim direction (rifle direction)\n 1070→ UpdatePlayerModelRotation();\n 1071→\n 1072→ // Update walking animation based on movement (only if not in grenade or reload animation)\n 1073→ if (_grenadeAnimPhase == GrenadeAnimPhase.None && _reloadAnimPhase == ReloadAnimPhase.None)\n 1074→ {\n 1075→ UpdateWalkAnimation((float)delta, inputDirection);\n 1076→ }\n 1077→\n 1078→ // Update grenade animation\n 1079→ UpdateGrenadeAnimation((float)delta);\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " var impulse = pushDir * pushStrength;\n casing.Call(\"receive_kick\", impulse);\n }\n }\n\n #endregion\n\n public override void _PhysicsProcess(double delta)\n {\n // Update stun timer (Issue #592)\n if (_isStunned)\n {\n _stunTimer -= (float)delta;\n if (_stunTimer <= 0.0f)\n {\n _isStunned = false;\n _stunTimer = 0.0f;\n LogToFile(\"[Player] Stun ended (Issue #592)\");\n }\n }\n\n // Detect weapon pose after waiting a few frames for level scripts to add weapons\n if (!_weaponPoseApplied)\n {\n _weaponDetectFrameCount++;\n if (_weaponDetectFrameCount >= WeaponDetectWaitFrames)\n {\n DetectAndApplyWeaponPose();\n _weaponPoseApplied = true;\n }\n }\n\n // While stunned, force zero input and apply friction only (Issue #592)\n Vector2 inputDirection = _isStunned ? Vector2.Zero : GetInputDirection();\n ApplyMovement(inputDirection, (float)delta);\n\n // Push any casings we're overlapping with using Area2D detection (Issue #392 Iteration 8)\n PushCasingsWithArea2D();\n\n // Update player model rotation to face the aim direction (rifle direction)\n UpdatePlayerModelRotation();\n\n // Update walking animation based on movement (only if not in grenade or reload animation)\n if (_grenadeAnimPhase == GrenadeAnimPhase.None && _reloadAnimPhase == ReloadAnimPhase.None)\n {\n UpdateWalkAnimation((float)delta, inputDirection);\n }\n\n // Update grenade animation\n UpdateGrenadeAnimation((float)delta);",
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"content": " 320→\t])\n 321→\tFileLogger.info(\"[Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\")\n 322→\n 323→\n 324→func _physics_process(delta: float) -> void:\n 325→\tif not _is_alive:\n 326→\t\treturn\n 327→\n 328→\t# Update stun timer (Issue #592)\n 329→\tif _is_stunned:\n 330→\t\t_stun_timer -= delta\n 331→\t\tif _stun_timer <= 0.0:\n 332→\t\t\t_is_stunned = false\n 333→\t\t\t_stun_timer = 0.0\n 334→\t\t\tFileLogger.info(\"[Player] Stun ended (Issue #592)\")\n 335→\n 336→\t# Detect weapon pose after waiting a few frames for level scripts to add weapons\n 337→\tif not _weapon_pose_applied:\n 338→\t\t_weapon_detect_frame_count += 1\n 339→\t\tif _weapon_detect_frame_count >= WEAPON_DETECT_WAIT_FRAMES:\n 340→\t\t\t_detect_and_apply_weapon_pose()\n 341→\t\t\t_weapon_pose_applied = true\n 342→\n 343→\t# While stunned, force zero input and apply friction only (Issue #592)\n 344→\tvar input_direction := Vector2.ZERO if _is_stunned else _get_input_direction()\n 345→\n 346→\tif input_direction != Vector2.ZERO:\n 347→\t\t# Apply acceleration towards the input direction\n 348→\t\tvelocity = velocity.move_toward(input_direction * max_speed, acceleration * delta)\n 349→\telse:\n 350→\t\t# Apply friction to slow down\n 351→\t\tvelocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n 352→\n 353→\tmove_and_slide()\n 354→\n 355→\t# Push any casings we're overlapping with (Issue #392)\n 356→\t_push_casings()\n 357→\n 358→\t# Update player model rotation to face the aim direction (rifle direction)\n 359→\t_update_player_model_rotation()\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "\t])\n\tFileLogger.info(\"[Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\")\n\n\nfunc _physics_process(delta: float) -> void:\n\tif not _is_alive:\n\t\treturn\n\n\t# Update stun timer (Issue #592)\n\tif _is_stunned:\n\t\t_stun_timer -= delta\n\t\tif _stun_timer <= 0.0:\n\t\t\t_is_stunned = false\n\t\t\t_stun_timer = 0.0\n\t\t\tFileLogger.info(\"[Player] Stun ended (Issue #592)\")\n\n\t# Detect weapon pose after waiting a few frames for level scripts to add weapons\n\tif not _weapon_pose_applied:\n\t\t_weapon_detect_frame_count += 1\n\t\tif _weapon_detect_frame_count >= WEAPON_DETECT_WAIT_FRAMES:\n\t\t\t_detect_and_apply_weapon_pose()\n\t\t\t_weapon_pose_applied = true\n\n\t# While stunned, force zero input and apply friction only (Issue #592)\n\tvar input_direction := Vector2.ZERO if _is_stunned else _get_input_direction()\n\n\tif input_direction != Vector2.ZERO:\n\t\t# Apply acceleration towards the input direction\n\t\tvelocity = velocity.move_toward(input_direction * max_speed, acceleration * delta)\n\telse:\n\t\t# Apply friction to slow down\n\t\tvelocity = velocity.move_toward(Vector2.ZERO, friction * delta)\n\n\tmove_and_slide()\n\n\t# Push any casings we're overlapping with (Issue #392)\n\t_push_casings()\n\n\t# Update player model rotation to face the aim direction (rifle direction)\n\t_update_player_model_rotation()",
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"text": "All levels use the **C# Player** (`scenes/characters/csharp/Player.tscn`). The stun code in `Player.cs` looks correct — the stun timer is decremented in `_PhysicsProcess`, and it logs \"Stun ended\". But no \"Stun ended\" ever appears in the log. \n\nWait — the log is from the game being exported (Windows `.exe`). Let me check: the log says `Debug build: false`. There's also a comment in the code at line 2802: `// GDScript _physics_process() may not run in exports, so we need C# to apply friction`. This means the C# `_PhysicsProcess` IS the one running.\n\nThe stun IS being applied (log shows it) — but the player says they can't feel it. Let me check if there's something overriding the stun state. Let me search for anything that might reset `_isStunned` or the velocity after the stun is applied."
}
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"text": "The stun is only reset to `false` in two places: initialization and when the timer expires. The code looks correct on paper. But the critical clue is: **\"Stun ended\" never appears in the log**, while \"Stun applied\" does. With 500ms stun and invincibility enabled, the player should survive the hits, the stun should expire after 500ms, and we should see \"Stun ended\".\n\nWait — there's a critical thing. Let me look at the log timestamps more carefully. Lines 663 and 683 show stun applied at 21:17:26 and 21:17:27. But there's no stun ended between them. Let me check if the player dies and gets reset."
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"content": "125:[21:17:06] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n434:[21:17:17] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n660:[21:17:26] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n663:[21:17:26] [INFO] [Player] Stun applied for 500ms (Issue #592)\n669:[21:17:26] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 2.0\n670:[21:17:26] [INFO] [LastChance] Player health updated (C# Damaged): 2.0\n675:[21:17:26] [INFO] [LastChance] Player health is 2.0 - effect requires exactly 1 HP or less but alive\n683:[21:17:27] [INFO] [Player] Stun applied for 500ms (Issue #592)\n689:[21:17:27] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 1.0\n691:[21:17:27] [INFO] [LastChance] Player health updated (C# Damaged): 1.0\n840:[21:17:27] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n1029:[21:17:30] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n1215:[21:17:34] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n1381:[21:17:37] [INFO] [Player] Stun applied for 500ms (Issue #592)\n1387:[21:17:37] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 9.0\n1388:[21:17:37] [INFO] [LastChance] Player health updated (C# Damaged): 9.0\n1482:[21:17:37] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n1724:[21:17:41] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n1899:[21:17:43] [INFO] [Player] Stun applied for 500ms (Issue #592)\n1905:[21:17:43] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 9.0\n1906:[21:17:43] [INFO] [LastChance] Player health updated (C# Damaged): 9.0\n1909:[21:17:43] [INFO] [Player] Stun applied for 500ms (Issue #592)\n1915:[21:17:43] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 8.0\n1916:[21:17:43] [INFO] [LastChance] Player health updated (C# Damaged): 8.0\n1937:[21:17:43] [INFO] [Player] Stun applied for 500ms (Issue #592)\n1943:[21:17:43] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 7.0\n1944:[21:17:43] [INFO] [LastChance] Player health updated (C# Damaged): 7.0\n2039:[21:17:44] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n2290:[21:17:46] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n2584:[21:17:50] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n2806:[21:17:53] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n2960:[21:17:55] [INFO] [Player] Stun applied for 500ms (Issue #592)\n2966:[21:17:55] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 9.0\n2967:[21:17:55] [INFO] [LastChance] Player health updated (C# Damaged): 9.0\n3060:[21:17:55] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n3308:[21:17:58] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False"
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"text": "Now I see the real problem! Look at the pattern:\n\n1. **Line 663**: Stun applied at 21:17:26 (health goes from 3 to 2)\n2. **Line 683**: Stun applied at 21:17:27 (health goes from 2 to 1 — **only 1 second later, not after 500ms**)\n3. Then **\"Connected to GameManager\"** appears at lines 840, 1029, 1215 — this means **the player died and the scene was reloaded**, resetting everything\n4. **Line 1381**: Another stun applied (health 9 = fresh player)\n\nThe key insight: **invincibility mode is FALSE** (`invincibility mode: False`). The player is dying very quickly (2-3 hits), and when they die and respawn, the `_isStunned` flag is reset with the new player instance. That's why:\n- No \"Stun ended\" messages — the player dies before the stun timer runs out\n- The stun \"doesn't work\" — with invincibility OFF and rapid hits, the player dies so fast they can't feel the stun effect\n\nBut wait — the player says stun doesn't work even at lines 1899-1943 where health goes from 9 to 7. The stun is applied 3 times within the same second. Let me check if the stun timer countdown in `_PhysicsProcess` is actually executing by looking more carefully at the code flow.\n\nLet me now look at the important detail: what happens when the player is invincible (the log says health goes from 9 down, suggesting they have many health points but invincibility is OFF). The player clearly survives some hits. After stun at line 1899 (health 9), stun at 1909 (health 8) — these are within the same second. If the first stun should prevent movement for 500ms, but they get hit again immediately, the stun timer should just reset.\n\nThe real issue might be simpler — let me check if there's something in `_PhysicsProcess` that runs AFTER the stun check which could override the movement block."
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"content": " 1080→\n 1081→ // Update reload animation\n 1082→ UpdateReloadAnimation((float)delta);\n 1083→\n 1084→ // Handle throw rotation animation (restore player rotation after throw)\n 1085→ HandleThrowRotationAnimation((float)delta);\n 1086→\n 1087→ // Handle sniper scope input (RMB) when SniperRifle is equipped\n 1088→ // This takes priority over grenade input since the sniper uses RMB for scoping\n 1089→ bool sniperScopeConsumedInput = HandleSniperScopeInput();\n 1090→\n 1091→ // Handle grenade input first (so it can consume shoot input)\n 1092→ // Skip if sniper scope already consumed the RMB input\n 1093→ if (!sniperScopeConsumedInput)\n 1094→ {\n 1095→ HandleGrenadeInput();\n 1096→ }\n 1097→\n 1098→ // Make active grenade follow player if held\n 1099→ if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n 1100→ {\n 1101→ _activeGrenade.GlobalPosition = GlobalPosition;\n 1102→ }\n 1103→\n 1104→ // Handle shooting input - support both automatic and semi-automatic weapons\n 1105→ // Allow shooting when not in grenade preparation and not stunned (Issue #592)\n 1106→ // In simple mode, RMB is for grenades so only LMB (shoot) should work\n 1107→ bool canShoot = !_isStunned && (_grenadeState == GrenadeState.Idle || _grenadeState == GrenadeState.TimerStarted || _grenadeState == GrenadeState.SimpleAiming);\n 1108→ if (canShoot)\n 1109→ {\n 1110→ HandleShootingInput();\n 1111→ }\n 1112→\n 1113→ // Handle reload sequence input (R-F-R)\n 1114→ HandleReloadSequenceInput();\n 1115→\n 1116→ // Handle fire mode toggle (B key for burst/auto toggle)\n 1117→ if (Input.IsActionJustPressed(\"toggle_fire_mode\"))\n 1118→ {\n 1119→ ToggleFireMode();\n 1120→ }\n 1121→\n 1122→ // Handle flashlight input (hold Space to turn on, release to turn off) (Issue #546)\n 1123→ HandleFlashlightInput();\n 1124→ }\n 1125→\n 1126→ /// <summary>\n 1127→ /// Handles shooting input based on weapon type.\n 1128→ /// For automatic weapons: fires while held.\n 1129→ /// For semi-automatic/burst: fires on press.\n 1130→ /// Also handles bullet in chamber mechanics during reload sequence.\n 1131→ /// </summary>\n 1132→ private void HandleShootingInput()\n 1133→ {\n 1134→ if (CurrentWeapon == null)\n 1135→ {\n 1136→ // Fallback to original click-to-shoot behavior\n 1137→ if (Input.IsActionJustPressed(\"shoot\"))\n 1138→ {\n 1139→ Shoot();\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "\n // Update reload animation\n UpdateReloadAnimation((float)delta);\n\n // Handle throw rotation animation (restore player rotation after throw)\n HandleThrowRotationAnimation((float)delta);\n\n // Handle sniper scope input (RMB) when SniperRifle is equipped\n // This takes priority over grenade input since the sniper uses RMB for scoping\n bool sniperScopeConsumedInput = HandleSniperScopeInput();\n\n // Handle grenade input first (so it can consume shoot input)\n // Skip if sniper scope already consumed the RMB input\n if (!sniperScopeConsumedInput)\n {\n HandleGrenadeInput();\n }\n\n // Make active grenade follow player if held\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n _activeGrenade.GlobalPosition = GlobalPosition;\n }\n\n // Handle shooting input - support both automatic and semi-automatic weapons\n // Allow shooting when not in grenade preparation and not stunned (Issue #592)\n // In simple mode, RMB is for grenades so only LMB (shoot) should work\n bool canShoot = !_isStunned && (_grenadeState == GrenadeState.Idle || _grenadeState == GrenadeState.TimerStarted || _grenadeState == GrenadeState.SimpleAiming);\n if (canShoot)\n {\n HandleShootingInput();\n }\n\n // Handle reload sequence input (R-F-R)\n HandleReloadSequenceInput();\n\n // Handle fire mode toggle (B key for burst/auto toggle)\n if (Input.IsActionJustPressed(\"toggle_fire_mode\"))\n {\n ToggleFireMode();\n }\n\n // Handle flashlight input (hold Space to turn on, release to turn off) (Issue #546)\n HandleFlashlightInput();\n }\n\n /// <summary>\n /// Handles shooting input based on weapon type.\n /// For automatic weapons: fires while held.\n /// For semi-automatic/burst: fires on press.\n /// Also handles bullet in chamber mechanics during reload sequence.\n /// </summary>\n private void HandleShootingInput()\n {\n if (CurrentWeapon == null)\n {\n // Fallback to original click-to-shoot behavior\n if (Input.IsActionJustPressed(\"shoot\"))\n {\n Shoot();",
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"text": "The code looks correct — when `_isStunned` is true, input direction is forced to zero and shooting is blocked. Let me now focus on the most critical issue: **does `_PhysicsProcess` in the C# version actually run continuously?** \n\nLet me check if there's a `SetPhysicsProcess(false)` call somewhere, or if the player is being freed."
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[2026-02-07T18:21:37.279Z] [INFO] {
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"text": "No `SetPhysicsProcess(false)` — so `_PhysicsProcess` should always run. And the `_PhysicsProcess` method doesn't have an `if (!IsAlive) return;` guard like the GDScript version has at line 325. So for C#, the stun timer should count down.\n\nWait — I just realized something. The GDScript version has `if not _is_alive: return` at the top of `_physics_process` (line 325). But does the C# version have a similar check? Let me re-read the C# `_PhysicsProcess`."
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"content": " 1037→ public override void _PhysicsProcess(double delta)\n 1038→ {\n 1039→ // Update stun timer (Issue #592)\n 1040→ if (_isStunned)\n 1041→ {\n 1042→ _stunTimer -= (float)delta;\n 1043→ if (_stunTimer <= 0.0f)\n 1044→ {\n 1045→ _isStunned = false;\n 1046→ _stunTimer = 0.0f;\n 1047→ LogToFile(\"[Player] Stun ended (Issue #592)\");\n 1048→ }\n 1049→ }\n 1050→\n 1051→ // Detect weapon pose after waiting a few frames for level scripts to add weapons\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:21:42.154Z] [INFO] {
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"text": "The C# `_PhysicsProcess` does NOT have a `!IsAlive` guard. This means the stun timer SHOULD count down. And \"Stun ended\" should appear... unless the log is missing it because the file is truncated, or the player respawns (new instance) before the timer expires.\n\nLet me look at the log more carefully around the stun events to check what happens 500ms after a stun is applied."
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"content": " 2950→[21:17:55] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 2951→[21:17:55] [INFO] [BloodDecal] Blood puddle created at (771.0952, 770.5129) (added to group)\n 2952→[21:17:55] [INFO] [BloodDecal] Blood puddle created at (755.4003, 796.3391) (added to group)\n 2953→[21:17:55] [INFO] [BloodDecal] Blood puddle created at (767.9995, 753.1121) (added to group)\n 2954→[21:17:55] [ENEMY] [Enemy1] State: COMBAT -> PURSUING\n 2955→[21:17:55] [ENEMY] [Enemy2] State: COMBAT -> PURSUING\n 2956→[21:17:55] [ENEMY] [Enemy4] State: COMBAT -> PURSUING\n 2957→[21:17:55] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(460, 751.9444), source=PLAYER (MakarovPM), range=1469, listeners=10\n 2958→[21:17:55] [INFO] [SoundPropagation] Sound result: notified=4, out_of_range=3, self=0, below_threshold=3\n 2959→[21:17:55] [INFO] [BloodDecal] Blood puddle created at (765.5978, 780.1523) (added to group)\n 2960→[21:17:55] [INFO] [Player] Stun applied for 500ms (Issue #592)\n 2961→[21:17:55] [INFO] [Player] Spawning blood effect at (450, 745.9444), dir=(1, 0), lethal=False (C#)\n 2962→[21:17:55] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 745.9444), dir=(1, 0), lethal=false\n 2963→[21:17:55] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 2964→[21:17:55] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n 2965→[21:17:55] [INFO] [ImpactEffects] Blood effect spawned at (450, 745.9444) (scale=1)\n 2966→[21:17:55] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 9.0\n 2967→[21:17:55] [INFO] [LastChance] Player health updated (C# Damaged): 9.0\n 2968→[21:17:55] [INFO] [BloodDecal] Blood puddle created at (757.0322, 780.8674) (added to group)\n 2969→[21:17:55] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(460, 753.4444), shooter_id=5616475049109, bullet_pos=(920.8219, 669.9058)\n 2970→[21:17:55] [INFO] [Bullet] Using shooter_position, distance=468.332702636719\n 2971→[21:17:55] [INFO] [Bullet] Distance to wall: 468.332702636719 (31.8896349104367% of viewport)\n 2972→[21:17:55] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 2973→[21:17:55] [INFO] [Bullet] Caliber cannot penetrate walls\n 2974→[21:17:55] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=14.0°, player=(450,745), corner_timer=-0.02\n 2975→[21:17:55] [ENEMY] [Enemy10] PATROL corner check: angle 7.0°\n 2976→[21:17:55] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(617.384, 761.3028), shooter_id=5613119606091, bullet_pos=(38.348087, 831.9804)\n 2977→[21:17:55] [INFO] [Bullet] Using shooter_position, distance=583,33344\n 2978→[21:17:55] [INFO] [Bullet] Distance to wall: 583,33344 (39,720245% of viewport)\n 2979→[21:17:55] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 2980→[21:17:55] [INFO] [Bullet] Starting wall penetration at (38.348087, 831.9804)\n 2981→[21:17:55] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=7.0°, current=16.7°, player=(450,745), corner_timer=0.30\n 2982→[21:17:55] [INFO] [Bullet] Raycast backward hit penetrating body at distance 40,27147\n 2983→[21:17:55] [INFO] [Bullet] Body exited signal received for penetrating body\n 2984→[21:17:55] [INFO] [Bullet] Exiting penetration at (-7.974785, 837.63464) after traveling 41,66667 pixels through wall\n 2985→[21:17:55] [INFO] [Bullet] Damage multiplier after penetration: 0,9\n 2986→[21:17:55] [INFO] [BloodDecal] Blood puddle created at (778.8012, 791.722) (added to group)\n 2987→[21:17:55] [INFO] [BloodDecal] Blood puddle created at (523.5244, 757.9897) (added to group)\n 2988→[21:17:55] [INFO] [BloodDecal] Blood puddle created at (487.675, 775.0191) (added to group)\n 2989→[21:17:55] [INFO] [BloodDecal] Blood puddle created at (815.4276, 840.5034) (added to group)\n 2990→[21:17:55] [INFO] [BloodDecal] Blood puddle created at (503.5618, 776.7811) (added to group)\n 2991→[21:17:55] [INFO] [BloodDecal] Blood puddle created at (841.5023, 871.8301) (added to group)\n 2992→[21:17:55] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 2993→[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 2994→[21:17:55] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 2995→[21:17:55] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 2996→[21:17:55] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 2997→[21:17:55] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 2998→[21:17:55] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 2999→[21:17:55] [INFO] [LastChance] Resetting all effects (scene change detected)\n 3000→[21:17:55] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n 3001→[21:17:55] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 3002→[21:17:55] [ENEMY] [Enemy1] Death animation component initialized\n 3003→[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 3004→[21:17:55] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 3005→[21:17:55] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 3006→[21:17:55] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 3007→[21:17:55] [ENEMY] [Enemy2] Death animation component initialized\n 3008→[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 3009→[21:17:55] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 3010→[21:17:55] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 3011→[21:17:55] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 3012→[21:17:55] [ENEMY] [Enemy3] Death animation component initialized\n 3013→[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 3014→[21:17:55] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 3015→[21:17:55] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 3016→[21:17:55] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 3017→[21:17:55] [ENEMY] [Enemy4] Death animation component initialized\n 3018→[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 3019→[21:17:55] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 3020→[21:17:55] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 3021→[21:17:55] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 3022→[21:17:55] [INFO] [EnemyGrenade] Initialized: 1 grenades\n 3023→[21:17:55] [ENEMY] [Enemy5] Death animation component initialized\n 3024→[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 3025→[21:17:55] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n 3026→[21:17:55] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n 3027→[21:17:55] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n 3028→[21:17:55] [ENEMY] [Enemy6] Death animation component initialized\n 3029→[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 3030→[21:17:55] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n 3031→[21:17:55] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n 3032→[21:17:55] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n 3033→[21:17:55] [ENEMY] [Enemy7] Death animation component initialized\n 3034→[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 3035→[21:17:55] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n 3036→[21:17:55] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n 3037→[21:17:55] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n 3038→[21:17:55] [ENEMY] [Enemy8] Death animation component initialized\n 3039→[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 3040→[21:17:55] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n 3041→[21:17:55] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n 3042→[21:17:55] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n 3043→[21:17:55] [ENEMY] [Enemy9] Death animation component initialized\n 3044→[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 3045→[21:17:55] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n 3046→[21:17:55] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n 3047→[21:17:55] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n 3048→[21:17:55] [ENEMY] [Enemy10] Death animation component initialized\n 3049→[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 3050→[21:17:55] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 3051→[21:17:55] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 3052→[21:17:55] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 3053→[21:17:55] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 3054→[21:17:55] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 3055→[21:17:55] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 3056→[21:17:55] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 3057→[21:17:55] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 3058→[21:17:55] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 3059→[21:17:55] [INFO] [Player.Debug] Connected to GameManager, debug mode: True\n 3060→[21:17:55] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 3061→[21:17:55] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n 3062→[21:17:55] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n 3063→[21:17:55] [INFO] [FlashlightEffect] Flashlight sound loaded\n 3064→[21:17:55] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n 3065→[21:17:55] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 10/10\n 3066→[21:17:55] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 3067→[21:17:55] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n 3068→[21:17:55] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n 3069→[21:17:55] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "55fd5a0b-c7e9-4a12-ac5d-d4d8c4106650",
"uuid": "f12757a4-7a38-4c46-ac3d-dd7fcf0d3532",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1770488370550/docs/case-studies/issue-592/game_log_20260207_211706.txt",
"content": "[21:17:55] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[21:17:55] [INFO] [BloodDecal] Blood puddle created at (771.0952, 770.5129) (added to group)\n[21:17:55] [INFO] [BloodDecal] Blood puddle created at (755.4003, 796.3391) (added to group)\n[21:17:55] [INFO] [BloodDecal] Blood puddle created at (767.9995, 753.1121) (added to group)\n[21:17:55] [ENEMY] [Enemy1] State: COMBAT -> PURSUING\n[21:17:55] [ENEMY] [Enemy2] State: COMBAT -> PURSUING\n[21:17:55] [ENEMY] [Enemy4] State: COMBAT -> PURSUING\n[21:17:55] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(460, 751.9444), source=PLAYER (MakarovPM), range=1469, listeners=10\n[21:17:55] [INFO] [SoundPropagation] Sound result: notified=4, out_of_range=3, self=0, below_threshold=3\n[21:17:55] [INFO] [BloodDecal] Blood puddle created at (765.5978, 780.1523) (added to group)\n[21:17:55] [INFO] [Player] Stun applied for 500ms (Issue #592)\n[21:17:55] [INFO] [Player] Spawning blood effect at (450, 745.9444), dir=(1, 0), lethal=False (C#)\n[21:17:55] [INFO] [ImpactEffects] spawn_blood_effect called at (450, 745.9444), dir=(1, 0), lethal=false\n[21:17:55] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[21:17:55] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n[21:17:55] [INFO] [ImpactEffects] Blood effect spawned at (450, 745.9444) (scale=1)\n[21:17:55] [INFO] [PenultimateHit] Player damaged: 1.0 damage, current health: 9.0\n[21:17:55] [INFO] [LastChance] Player health updated (C# Damaged): 9.0\n[21:17:55] [INFO] [BloodDecal] Blood puddle created at (757.0322, 780.8674) (added to group)\n[21:17:55] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(460, 753.4444), shooter_id=5616475049109, bullet_pos=(920.8219, 669.9058)\n[21:17:55] [INFO] [Bullet] Using shooter_position, distance=468.332702636719\n[21:17:55] [INFO] [Bullet] Distance to wall: 468.332702636719 (31.8896349104367% of viewport)\n[21:17:55] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[21:17:55] [INFO] [Bullet] Caliber cannot penetrate walls\n[21:17:55] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=14.0°, player=(450,745), corner_timer=-0.02\n[21:17:55] [ENEMY] [Enemy10] PATROL corner check: angle 7.0°\n[21:17:55] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(617.384, 761.3028), shooter_id=5613119606091, bullet_pos=(38.348087, 831.9804)\n[21:17:55] [INFO] [Bullet] Using shooter_position, distance=583,33344\n[21:17:55] [INFO] [Bullet] Distance to wall: 583,33344 (39,720245% of viewport)\n[21:17:55] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[21:17:55] [INFO] [Bullet] Starting wall penetration at (38.348087, 831.9804)\n[21:17:55] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=7.0°, current=16.7°, player=(450,745), corner_timer=0.30\n[21:17:55] [INFO] [Bullet] Raycast backward hit penetrating body at distance 40,27147\n[21:17:55] [INFO] [Bullet] Body exited signal received for penetrating body\n[21:17:55] [INFO] [Bullet] Exiting penetration at (-7.974785, 837.63464) after traveling 41,66667 pixels through wall\n[21:17:55] [INFO] [Bullet] Damage multiplier after penetration: 0,9\n[21:17:55] [INFO] [BloodDecal] Blood puddle created at (778.8012, 791.722) (added to group)\n[21:17:55] [INFO] [BloodDecal] Blood puddle created at (523.5244, 757.9897) (added to group)\n[21:17:55] [INFO] [BloodDecal] Blood puddle created at (487.675, 775.0191) (added to group)\n[21:17:55] [INFO] [BloodDecal] Blood puddle created at (815.4276, 840.5034) (added to group)\n[21:17:55] [INFO] [BloodDecal] Blood puddle created at (503.5618, 776.7811) (added to group)\n[21:17:55] [INFO] [BloodDecal] Blood puddle created at (841.5023, 871.8301) (added to group)\n[21:17:55] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:55] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[21:17:55] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[21:17:55] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[21:17:55] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[21:17:55] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[21:17:55] [INFO] [LastChance] Resetting all effects (scene change detected)\n[21:17:55] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n[21:17:55] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[21:17:55] [ENEMY] [Enemy1] Death animation component initialized\n[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:55] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[21:17:55] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[21:17:55] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[21:17:55] [ENEMY] [Enemy2] Death animation component initialized\n[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:55] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[21:17:55] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[21:17:55] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[21:17:55] [ENEMY] [Enemy3] Death animation component initialized\n[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:55] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[21:17:55] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[21:17:55] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[21:17:55] [ENEMY] [Enemy4] Death animation component initialized\n[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:55] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[21:17:55] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[21:17:55] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[21:17:55] [INFO] [EnemyGrenade] Initialized: 1 grenades\n[21:17:55] [ENEMY] [Enemy5] Death animation component initialized\n[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:55] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n[21:17:55] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n[21:17:55] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n[21:17:55] [ENEMY] [Enemy6] Death animation component initialized\n[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:55] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n[21:17:55] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n[21:17:55] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n[21:17:55] [ENEMY] [Enemy7] Death animation component initialized\n[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:55] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n[21:17:55] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n[21:17:55] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n[21:17:55] [ENEMY] [Enemy8] Death animation component initialized\n[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:55] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n[21:17:55] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n[21:17:55] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n[21:17:55] [ENEMY] [Enemy9] Death animation component initialized\n[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:55] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n[21:17:55] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n[21:17:55] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n[21:17:55] [ENEMY] [Enemy10] Death animation component initialized\n[21:17:55] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:17:55] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[21:17:55] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[21:17:55] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[21:17:55] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[21:17:55] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[21:17:55] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[21:17:55] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[21:17:55] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[21:17:55] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[21:17:55] [INFO] [Player.Debug] Connected to GameManager, debug mode: True\n[21:17:55] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[21:17:55] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n[21:17:55] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n[21:17:55] [INFO] [FlashlightEffect] Flashlight sound loaded\n[21:17:55] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n[21:17:55] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 10/10\n[21:17:55] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[21:17:55] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n[21:17:55] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n[21:17:55] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true",
"numLines": 120,
"startLine": 2950,
"totalLines": 3540
}
}
}
[2026-02-07T18:21:51.634Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-6",
"id": "msg_01DVHT2XCciyxEWMTgMrXvkz",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now I see the pattern clearly for the last stun event:\n- **Line 2960**: Stun applied at 21:17:55 (health 9)\n- **Line 2992**: Scene changed (level reset) at 21:17:55 — **same second!**\n\nThe player dies almost immediately after being hit, and the scene reloads, destroying the player instance. The \"Stun ended\" message never fires because the old player object is freed before the 500ms expires.\n\nBut the owner says \"stun doesn't work\" — meaning they can still move/shoot during the stun. This tells me the stun is being applied but the effect is imperceptible. Even at 500ms, with the player dying quickly, they can't notice it.\n\nThe key problem is: **the user needs visible feedback that stun is active**. They also said \"add stun status display to debug\". Let me now look at the debug overlay to understand how it works and where to add the stun indicator."
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"content": " 2455→ {\n 2456→ UpdateWindUpIntensity();\n 2457→ }\n 2458→\n 2459→ // Request redraw for debug trajectory visualization\n 2460→ if (_debugModeEnabled)\n 2461→ {\n 2462→ QueueRedraw();\n 2463→ }\n 2464→\n 2465→ // If RMB is released, throw the grenade\n 2466→ if (Input.IsActionJustReleased(\"grenade_throw\"))\n 2467→ {\n 2468→ // Start throw animation\n 2469→ StartGrenadeAnimPhase(GrenadeAnimPhase.Throw, AnimThrowDuration);\n 2470→ Vector2 dragEnd = GetGlobalMousePosition();\n 2471→ ThrowGrenade(dragEnd);\n 2472→ }\n 2473→ }\n 2474→\n 2475→ #region Simple Grenade Throwing Mode\n 2476→\n 2477→ /// <summary>\n 2478→ /// Handle TIMER_STARTED state for simple grenade throwing mode.\n 2479→ /// After pin is pulled (G+RMB drag), wait for RMB to start trajectory aiming.\n 2480→ /// If G is released, drop grenade at feet.\n 2481→ /// </summary>\n 2482→ private void HandleSimpleGrenadeTimerStartedState()\n 2483→ {\n 2484→ // Make grenade follow player while G is held\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"text": "Now let me look for the debug overlay/HUD — there should be some kind of label showing status on screen."
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"prompt": "Search the codebase at /tmp/gh-issue-solver-1770488370550 for the debug overlay/HUD system. I need to find:\n\n1. How the debug display works in the game (what Label or RichTextLabel shows debug info)\n2. Where debug info like player position, health, FPS etc. is displayed on screen\n3. Any ExperimentalSettings or debug panel code\n\nLook in:\n- Scripts/UI/ or scripts/ui/\n- Scripts/ for any debug display code\n- scenes/ for any debug overlay scenes\n- Any file containing \"debug\" in combination with \"Label\", \"overlay\", \"panel\", \"HUD\", \"display\"\n\nReturn the file paths, relevant line numbers, and a summary of how the debug display system works.",
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[2026-02-07T18:22:16.483Z] [INFO] {
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{
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"content": " 1→extends Node\n 2→## ExperimentalSettings - Global experimental features manager.\n 3→##\n 4→## Provides a centralized way to manage experimental game features.\n 5→## All experimental features are disabled by default.\n 6→\n 7→## Signal emitted when experimental settings change.\n 8→signal settings_changed\n 9→\n 10→## Whether FOV (Field of View) limitation for enemies is enabled.\n 11→## When enabled (default), enemies can only see within a 100-degree cone.\n 12→## When disabled, enemies have 360-degree vision.\n 13→var fov_enabled: bool = true\n 14→\n 15→## Whether complex grenade throwing is enabled.\n 16→## When enabled, uses the complex 3-step throwing mechanic (G+RMB drag, G+RMB hold, RMB release).\n 17→## When disabled (default), uses simple trajectory aiming (hold RMB to aim, release to throw).\n 18→var complex_grenade_throwing: bool = false\n 19→\n 20→## Whether AI player prediction is enabled (Issue #298).\n 21→## When enabled, enemies predict player movement when losing line of sight,\n 22→## generating probability-weighted hypotheses about the player's position.\n 23→## When disabled (default), enemies use standard pursuit/search behavior.\n 24→var ai_prediction_enabled: bool = false\n 25→\n 26→## Whether debug mode is enabled (shows debug labels on enemies).\n 27→## Toggle with F7 key or via experimental menu.\n 28→## When enabled, displays AI state labels above enemies and debug visuals.\n 29→## When disabled (default), no debug information is shown.\n 30→var debug_mode_enabled: bool = false\n 31→\n 32→## Whether invincibility mode is enabled (player takes no damage).\n 33→## Toggle with F6 key or via experimental menu.\n 34→## When enabled, the player cannot be killed by any damage source.\n 35→## When disabled (default), normal damage rules apply.\n 36→var invincibility_enabled: bool = false\n 37→\n 38→## Whether realistic visibility mode is enabled (Issue #540).\n 39→## When enabled, the player cannot see through walls (Door Kickers 2 style).\n 40→## Uses PointLight2D + CanvasModulate + LightOccluder2D for fog of war.\n 41→## When disabled (default), the player has full visibility of the entire level.\n 42→var realistic_visibility_enabled: bool = false\n 43→\n 44→## Settings file path for persistence.\n 45→const SETTINGS_PATH := \"user://experimental_settings.cfg\"\n 46→\n 47→\n 48→func _ready() -> void:\n 49→\t# Load saved settings on startup\n 50→\t_load_settings()\n 51→\t_log_to_file(\"ExperimentalSettings initialized - FOV: %s, Complex grenades: %s, AI prediction: %s, Debug: %s, Invincibility: %s, Realistic visibility: %s\" % [fov_enabled, complex_grenade_throwing, ai_prediction_enabled, debug_mode_enabled, invincibility_enabled, realistic_visibility_enabled])\n 52→\n 53→\n 54→## Set FOV enabled/disabled.\n 55→func set_fov_enabled(enabled: bool) -> void:\n 56→\tif fov_enabled != enabled:\n 57→\t\tfov_enabled = enabled\n 58→\t\tsettings_changed.emit()\n 59→\t\t_save_settings()\n 60→\t\t_log_to_file(\"FOV limitation %s\" % (\"enabled\" if enabled else \"disabled\"))\n 61→\n 62→\n 63→## Check if FOV limitation is enabled.\n 64→func is_fov_enabled() -> bool:\n 65→\treturn fov_enabled\n 66→\n 67→\n 68→## Set complex grenade throwing enabled/disabled.\n 69→func set_complex_grenade_throwing(enabled: bool) -> void:\n 70→\tif complex_grenade_throwing != enabled:\n 71→\t\tcomplex_grenade_throwing = enabled\n 72→\t\tsettings_changed.emit()\n 73→\t\t_save_settings()\n 74→\t\t_log_to_file(\"Complex grenade throwing %s\" % (\"enabled\" if enabled else \"disabled\"))\n 75→\n 76→\n 77→## Check if complex grenade throwing is enabled.\n 78→func is_complex_grenade_throwing() -> bool:\n 79→\treturn complex_grenade_throwing\n 80→\n 81→\n 82→## Set AI prediction enabled/disabled (Issue #298).\n 83→func set_ai_prediction_enabled(enabled: bool) -> void:\n 84→\tif ai_prediction_enabled != enabled:\n 85→\t\tai_prediction_enabled = enabled\n 86→\t\tsettings_changed.emit()\n 87→\t\t_save_settings()\n 88→\t\t_log_to_file(\"AI prediction %s\" % (\"enabled\" if enabled else \"disabled\"))\n 89→\n 90→\n 91→## Check if AI prediction is enabled (Issue #298).\n 92→func is_ai_prediction_enabled() -> bool:\n 93→\treturn ai_prediction_enabled\n 94→\n 95→\n 96→## Set debug mode enabled/disabled.\n 97→func set_debug_mode_enabled(enabled: bool) -> void:\n 98→\tif debug_mode_enabled != enabled:\n 99→\t\tdebug_mode_enabled = enabled\n 100→\t\tsettings_changed.emit()\n 101→\t\t_save_settings()\n 102→\t\t_log_to_file(\"Debug mode %s\" % (\"enabled\" if enabled else \"disabled\"))\n 103→\n 104→\n 105→## Check if debug mode is enabled.\n 106→func is_debug_mode_enabled() -> bool:\n 107→\treturn debug_mode_enabled\n 108→\n 109→\n 110→## Set invincibility mode enabled/disabled.\n 111→func set_invincibility_enabled(enabled: bool) -> void:\n 112→\tif invincibility_enabled != enabled:\n 113→\t\tinvincibility_enabled = enabled\n 114→\t\tsettings_changed.emit()\n 115→\t\t_save_settings()\n 116→\t\t_log_to_file(\"Invincibility mode %s\" % (\"enabled\" if enabled else \"disabled\"))\n 117→\n 118→\n 119→## Check if invincibility mode is enabled.\n 120→func is_invincibility_enabled() -> bool:\n 121→\treturn invincibility_enabled\n 122→\n 123→\n 124→## Set realistic visibility enabled/disabled (Issue #540).\n 125→func set_realistic_visibility_enabled(enabled: bool) -> void:\n 126→\tif realistic_visibility_enabled != enabled:\n 127→\t\trealistic_visibility_enabled = enabled\n 128→\t\tsettings_changed.emit()\n 129→\t\t_save_settings()\n 130→\t\t_log_to_file(\"Realistic visibility %s\" % (\"enabled\" if enabled else \"disabled\"))\n 131→\n 132→\n 133→## Check if realistic visibility is enabled (Issue #540).\n 134→func is_realistic_visibility_enabled() -> bool:\n 135→\treturn realistic_visibility_enabled\n 136→\n 137→\n 138→## Save settings to file.\n 139→func _save_settings() -> void:\n 140→\tvar config := ConfigFile.new()\n 141→\tconfig.set_value(\"experimental\", \"fov_enabled\", fov_enabled)\n 142→\tconfig.set_value(\"experimental\", \"complex_grenade_throwing\", complex_grenade_throwing)\n 143→\tconfig.set_value(\"experimental\", \"ai_prediction_enabled\", ai_prediction_enabled)\n 144→\tconfig.set_value(\"experimental\", \"debug_mode_enabled\", debug_mode_enabled)\n 145→\tconfig.set_value(\"experimental\", \"invincibility_enabled\", invincibility_enabled)\n 146→\tconfig.set_value(\"experimental\", \"realistic_visibility_enabled\", realistic_visibility_enabled)\n 147→\tvar error := config.save(SETTINGS_PATH)\n 148→\tif error != OK:\n 149→\t\tpush_warning(\"ExperimentalSettings: Failed to save settings: \" + str(error))\n 150→\n 151→\n 152→## Load settings from file.\n 153→func _load_settings() -> void:\n 154→\tvar config := ConfigFile.new()\n 155→\tvar error := config.load(SETTINGS_PATH)\n 156→\tif error == OK:\n 157→\t\tfov_enabled = config.get_value(\"experimental\", \"fov_enabled\", true)\n 158→\t\tcomplex_grenade_throwing = config.get_value(\"experimental\", \"complex_grenade_throwing\", false)\n 159→\t\tai_prediction_enabled = config.get_value(\"experimental\", \"ai_prediction_enabled\", false)\n 160→\t\tdebug_mode_enabled = config.get_value(\"experimental\", \"debug_mode_enabled\", false)\n 161→\t\tinvincibility_enabled = config.get_value(\"experimental\", \"invincibility_enabled\", false)\n 162→\t\trealistic_visibility_enabled = config.get_value(\"experimental\", \"realistic_visibility_enabled\", false)\n 163→\telse:\n 164→\t\t# File doesn't exist or failed to load - use defaults\n 165→\t\tfov_enabled = true\n 166→\t\tcomplex_grenade_throwing = false\n 167→\t\tai_prediction_enabled = false\n 168→\t\tdebug_mode_enabled = false\n 169→\t\tinvincibility_enabled = false\n 170→\t\trealistic_visibility_enabled = false\n 171→\n 172→\n 173→## Log a message to the file logger if available.\n 174→func _log_to_file(message: String) -> void:\n 175→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 176→\tif file_logger and file_logger.has_method(\"log_info\"):\n 177→\t\tfile_logger.log_info(\"[ExperimentalSettings] \" + message)\n 178→\telse:\n 179→\t\tprint(\"[ExperimentalSettings] \" + message)\n 180→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " 60→@export var suppression_cooldown: float = 2.0 ## Time suppressed after bullets leave.\n 61→@export var threat_reaction_delay: float = 0.2 ## Delay before reacting to threats.\n 62→@export var flank_angle: float = PI / 3.0 ## Flank angle from player facing (60 deg).\n 63→@export var flank_distance: float = 200.0 ## Distance to maintain while flanking.\n 64→@export var enable_flanking: bool = true ## Enable flanking behavior.\n 65→@export var enable_cover: bool = true ## Enable cover behavior.\n 66→@export var debug_logging: bool = false ## Enable debug logging.\n 67→@export var debug_label_enabled: bool = false ## Enable debug label above enemy.\n 68→@export var enable_friendly_fire_avoidance: bool = true ## Don't shoot if allies in way.\n 69→@export var enable_lead_prediction: bool = true ## Shoot ahead of moving targets.\n 70→@export var bullet_speed: float = 2500.0 ## Bullet speed for lead prediction.\n 71→@export var magazine_size: int = 30 ## Bullets per magazine.\n 72→@export var total_magazines: int = 5 ## Number of magazines carried.\n 73→\n 74→## Ammunition system - time to reload in seconds.\n 75→@export var reload_time: float = 3.0\n 76→\n 77→## Delay between spotting player and shooting (gives reaction time).\n 78→@export var detection_delay: float = 0.2\n 79→## Min visibility time before enabling lead prediction.\n 80→@export var lead_prediction_delay: float = 0.3\n 81→## Min visibility ratio (0-1) for lead prediction (prevents pre-firing at cover edges).\n 82→@export var lead_prediction_visibility_threshold: float = 0.6\n 83→\n 84→## Walking animation speed multiplier - higher = faster leg cycle.\n 85→@export var walk_anim_speed: float = 12.0\n 86→\n 87→## Walking animation intensity - higher = more pronounced movement.\n 88→@export var walk_anim_intensity: float = 1.0\n 89→\n 90→## Scale multiplier for enemy model (1.3 matches player size).\n 91→@export var enemy_model_scale: float = 1.3\n 92→\n 93→# Grenade System Configuration (Issue #363, #375)\n 94→@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n 95→@export var grenade_scene: PackedScene ## Grenade scene to throw\n 96→@export var enable_grenade_throwing: bool = true ## Enable grenade throwing\n 97→@export var grenade_throw_cooldown: float = 15.0 ## Cooldown between throws (sec)\n 98→@export var grenade_max_throw_distance: float = 600.0 ## Max throw distance (px)\n 99→@export var grenade_min_throw_distance: float = 275.0 ## Min safe distance (blast_radius:225 + margin:50, Issue #375)\n 100→@export var grenade_safety_margin: float = 50.0 ## Safety margin added to blast radius (Issue #375)\n 101→@export var grenade_inaccuracy: float = 0.15 ## Throw inaccuracy (radians)\n 102→@export var grenade_throw_delay: float = 0.4 ## Delay before throw (sec)\n 103→@export var grenade_debug_logging: bool = false ## Grenade debug logging\n 104→\n 105→signal hit ## Enemy hit\n 106→signal died ## Enemy died\n 107→signal died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) ## Death with kill info\n 108→signal state_changed(new_state: AIState) ## AI state changed\n 109→signal ammo_changed(current_ammo: int, reserve_ammo: int) ## Ammo changed\n 110→signal reload_started ## Reload started\n 111→signal reload_finished ## Reload finished\n 112→signal ammo_depleted ## All ammo depleted\n 113→signal death_animation_completed ## Death animation done\n 114→signal grenade_thrown(grenade: Node, target_position: Vector2) ## Grenade thrown (Issue #363)\n 115→\n 116→const PLAYER_DISTRACTION_ANGLE: float = 0.4014 ## ~23° - player distracted threshold\n 117→const AIM_TOLERANCE_DOT: float = 0.866 ## cos(30°) - aim tolerance (issue #254/#264)\n 118→\n 119→@onready var _enemy_model: Node2D = $EnemyModel ## Model node with all sprites\n 120→@onready var _body_sprite: Sprite2D = $EnemyModel/Body ## Body sprite\n 121→@onready var _head_sprite: Sprite2D = $EnemyModel/Head ## Head sprite\n 122→@onready var _left_arm_sprite: Sprite2D = $EnemyModel/LeftArm ## Left arm sprite\n 123→@onready var _right_arm_sprite: Sprite2D = $EnemyModel/RightArm ## Right arm sprite\n 124→@onready var _weapon_sprite: Sprite2D = $EnemyModel/WeaponMount/WeaponSprite ## Weapon sprite\n 125→@onready var _weapon_mount: Node2D = $EnemyModel/WeaponMount ## Weapon mount\n 126→@onready var _raycast: RayCast2D = $RayCast2D ## Line of sight raycast\n 127→@onready var _debug_label: Label = $DebugLabel ## Debug state label\n 128→@onready var _nav_agent: NavigationAgent2D = $NavigationAgent2D ## Pathfinding\n 129→\n 130→## HitArea for bullet collision detection (disabled on death).\n 131→@onready var _hit_area: Area2D = $HitArea\n 132→@onready var _hit_collision_shape: CollisionShape2D = $HitArea/HitCollisionShape ## Collision on death\n 133→@onready var _casing_pusher: Area2D = $CasingPusher ## Casing pusher Area2D (Issue #438)\n 134→var _original_hit_area_layer: int = 0 ## Original collision layer (restore on respawn)\n 135→var _original_hit_area_mask: int = 0\n 136→var _overlapping_casings: Array[RigidBody2D] = [] ## Casings in CasingPusher (Issue #438)\n 137→\n 138→var _walk_anim_time: float = 0.0 ## Walking animation accumulator\n 139→var _is_walking: bool = false ## Currently walking (for anim)\n 140→var _target_model_rotation: float = 0.0 ## Target rotation for smooth interpolation\n 141→var _model_facing_left: bool = false ## Model flipped for left-facing direction\n 142→const MODEL_ROTATION_SPEED: float = 3.0 ## Max model rotation speed (3.0 rad/s = 172 deg/s)\n 143→var _idle_scan_timer: float = 0.0 ## IDLE scanning state for GUARD enemies\n 144→var _idle_scan_target_index: int = 0\n 145→var _idle_scan_targets: Array[float] = []\n 146→const IDLE_SCAN_INTERVAL: float = 10.0\n 147→var _base_body_pos: Vector2 = Vector2.ZERO ## Base positions for animation\n 148→var _base_head_pos: Vector2 = Vector2.ZERO\n 149→var _base_left_arm_pos: Vector2 = Vector2.ZERO\n 150→var _base_right_arm_pos: Vector2 = Vector2.ZERO\n 151→var _wall_raycasts: Array[RayCast2D] = [] ## Wall detection raycasts\n 152→const WALL_CHECK_DISTANCE: float = 60.0 ## Wall check distance\n 153→const WALL_CHECK_COUNT: int = 8 ## Number of wall raycasts\n 154→const WALL_AVOIDANCE_MIN_WEIGHT: float = 0.7 ## Min avoidance (close)\n 155→const WALL_AVOIDANCE_MAX_WEIGHT: float = 0.3 ## Max avoidance (far)\n 156→const WALL_SLIDE_DISTANCE: float = 30.0 ## Wall slide threshold\n 157→var _cover_raycasts: Array[RayCast2D] = [] ## Cover detection raycasts\n 158→const COVER_CHECK_COUNT: int = 16 ## Number of cover raycasts\n 159→const COVER_CHECK_DISTANCE: float = 300.0 ## Cover check distance\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:22:27.317Z] [INFO] {
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{
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"content": " 4530→func _log_spawn_info() -> void:\n 4531→\t_log_to_file(\"Spawned at %s, hp: %d, behavior: %s\" % [global_position, _max_health, BehaviorMode.keys()[behavior_mode]])\n 4532→\n 4533→func _get_state_name(state: AIState) -> String:\n 4534→\treturn AIState.keys()[state] if state >= 0 and state < AIState.size() else \"UNKNOWN\"\n 4535→\n 4536→func _update_debug_label() -> void:\n 4537→\tif _debug_label == null: return\n 4538→\t_debug_label.visible = debug_label_enabled\n 4539→\tif not debug_label_enabled: return\n 4540→\tvar t := _get_state_name(_current_state)\n 4541→\tmatch _current_state:\n 4542→\t\tAIState.RETREATING: t += \"\\n(%s)\" % RetreatMode.keys()[_retreat_mode]\n 4543→\t\tAIState.ASSAULT: t += \"\\n(RUSHING)\" if _assault_ready else \"\\n(%.1fs)\" % (ASSAULT_WAIT_DURATION - _assault_wait_timer)\n 4544→\t\tAIState.COMBAT:\n 4545→\t\t\tif _combat_exposed: t += \"\\n(EXPOSED %.1fs)\" % (_combat_shoot_duration - _combat_shoot_timer)\n 4546→\t\t\telif _seeking_clear_shot: t += \"\\n(SEEK SHOT %.1fs)\" % (CLEAR_SHOT_MAX_TIME - _clear_shot_timer)\n 4547→\t\t\telif _combat_approaching: t += \"\\n(APPROACH)\"\n 4548→\t\tAIState.PURSUING:\n 4549→\t\t\tif _pursuit_approaching: t += \"\\n(APPROACH %.1fs)\" % (PURSUIT_APPROACH_MAX_TIME - _pursuit_approach_timer)\n 4550→\t\t\telif _has_valid_cover and not _has_pursuit_cover: t += \"\\n(WAIT %.1fs)\" % (PURSUIT_COVER_WAIT_DURATION - _pursuit_cover_wait_timer)\n 4551→\t\t\telif _has_pursuit_cover: t += \"\\n(MOVING)\"\n 4552→\t\tAIState.FLANKING:\n 4553→\t\t\tvar s := \"R\" if _flank_side > 0 else \"L\"\n 4554→\t\t\tif _has_valid_cover and not _has_flank_cover: t += \"\\n(%s WAIT %.1fs)\" % [s, FLANK_COVER_WAIT_DURATION - _flank_cover_wait_timer]\n 4555→\t\t\telif _has_flank_cover: t += \"\\n(%s MOVING)\" % s\n 4556→\t\t\telse: t += \"\\n(%s DIRECT)\" % s\n 4557→\tif _memory and _memory.has_target(): t += \"\\n[%.0f%% %s]\" % [_memory.confidence * 100, _memory.get_behavior_mode().substr(0, 6)]\n 4558→\tif _prediction: t += _prediction.get_debug_text()\n 4559→\t_debug_label.text = t\n 4560→\n 4561→func get_current_state() -> AIState: return _current_state\n 4562→func get_goap_world_state() -> Dictionary: return _goap_world_state.duplicate()\n 4563→\n 4564→func set_player_reloading(is_reloading: bool) -> void:\n 4565→\tvar old: bool = _goap_world_state.get(\"player_reloading\", false)\n 4566→\t_goap_world_state[\"player_reloading\"] = is_reloading\n 4567→\tif is_reloading != old: _log_to_file(\"Player reloading: %s -> %s\" % [old, is_reloading])\n 4568→\n 4569→func set_player_ammo_empty(is_empty: bool) -> void:\n 4570→\tvar old: bool = _goap_world_state.get(\"player_ammo_empty\", false)\n 4571→\t_goap_world_state[\"player_ammo_empty\"] = is_empty\n 4572→\tif is_empty != old: _log_to_file(\"Player ammo empty: %s -> %s\" % [old, is_empty])\n 4573→\n 4574→func is_under_fire() -> bool: return _under_fire\n 4575→\n 4576→## Check if enemy is in cover.\n 4577→func is_in_cover() -> bool:\n 4578→\treturn _current_state == AIState.IN_COVER or _current_state == AIState.SUPPRESSED\n 4579→\n 4580→## Get current ammo in magazine.\n 4581→func get_current_ammo() -> int:\n 4582→\treturn _current_ammo\n 4583→\n 4584→## Get reserve ammo.\n 4585→func get_reserve_ammo() -> int:\n 4586→\treturn _reserve_ammo\n 4587→\n 4588→## Get total ammo (current + reserve).\n 4589→func get_total_ammo() -> int:\n 4590→\treturn _current_ammo + _reserve_ammo\n 4591→\n 4592→## Check if enemy is currently reloading.\n 4593→func is_reloading() -> bool:\n 4594→\treturn _is_reloading\n 4595→\n 4596→## Check if enemy has any ammo left.\n 4597→func has_ammo() -> bool:\n 4598→\treturn _current_ammo > 0 or _reserve_ammo > 0\n 4599→\n 4600→## Get current player visibility ratio (for debugging).\n 4601→## Returns 0.0 if player is completely hidden, 1.0 if fully visible.\n 4602→func get_player_visibility_ratio() -> float:\n 4603→\treturn _player_visibility_ratio\n 4604→\n 4605→## Draw debug visualization when debug mode is enabled.\n 4606→## Shows: line to target (cover, clear shot, player), bullet spawn point status.\n 4607→func _draw() -> void:\n 4608→\tif not debug_label_enabled:\n 4609→\t\treturn\n 4610→\n 4611→\t# Colors for different debug elements\n 4612→\tvar color_to_cover := Color.CYAN # Line to cover position\n 4613→\tvar color_to_player := Color.RED # Line to player (when visible)\n 4614→\tvar color_clear_shot := Color.YELLOW # Line to clear shot target\n 4615→\tvar color_pursuit := Color.ORANGE # Line to pursuit cover\n 4616→\tvar color_flank := Color.MAGENTA # Line to flank position\n 4617→\tvar color_bullet_spawn := Color.GREEN # Bullet spawn point indicator\n 4618→\tvar color_blocked := Color.RED # Blocked path indicator\n 4619→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:22:27.562Z] [INFO] {
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[2026-02-07T18:22:27.632Z] [INFO] {
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[2026-02-07T18:22:28.021Z] [INFO] {
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"content": " 785→\t\t# Connect to debug mode toggle signal\n 786→\t\tif game_manager.has_signal(\"debug_mode_toggled\"):\n 787→\t\t\tgame_manager.debug_mode_toggled.connect(_on_debug_mode_toggled)\n 788→\t\t# Sync with current debug mode state\n 789→\t\tif game_manager.has_method(\"is_debug_mode_enabled\"):\n 790→\t\t\tdebug_label_enabled = game_manager.is_debug_mode_enabled()\n 791→\n 792→## Called when debug mode is toggled via F7 key.\n 793→func _on_debug_mode_toggled(enabled: bool) -> void:\n 794→\tdebug_label_enabled = enabled\n 795→\t_update_debug_label()\n 796→\tqueue_redraw() # Redraw to show/hide FOV cone\n 797→\n 798→## Find the player node in the scene tree.\n 799→func _find_player() -> void:\n 800→\t# Try to find the player by group first\n 801→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 802→\tif players.size() > 0:\n 803→\t\t_player = players[0]\n 804→\t\treturn\n 805→\n 806→\t# Fallback: search for player by node name or type\n 807→\tvar root := get_tree().current_scene\n 808→\tif root:\n 809→\t\t_player = _find_player_recursive(root)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " 4605→## Draw debug visualization when debug mode is enabled.\n 4606→## Shows: line to target (cover, clear shot, player), bullet spawn point status.\n 4607→func _draw() -> void:\n 4608→\tif not debug_label_enabled:\n 4609→\t\treturn\n 4610→\n 4611→\t# Colors for different debug elements\n 4612→\tvar color_to_cover := Color.CYAN # Line to cover position\n 4613→\tvar color_to_player := Color.RED # Line to player (when visible)\n 4614→\tvar color_clear_shot := Color.YELLOW # Line to clear shot target\n 4615→\tvar color_pursuit := Color.ORANGE # Line to pursuit cover\n 4616→\tvar color_flank := Color.MAGENTA # Line to flank position\n 4617→\tvar color_bullet_spawn := Color.GREEN # Bullet spawn point indicator\n 4618→\tvar color_blocked := Color.RED # Blocked path indicator\n 4619→\n 4620→\t# Draw FOV cone in debug mode - always visible to show FOV configuration\n 4621→\t# Color indicates whether FOV is actually active (green) or just visualization (gray)\n 4622→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 4623→\tvar global_fov_enabled := false\n 4624→\tif experimental_settings and experimental_settings.has_method(\"is_fov_enabled\"):\n 4625→\t\tglobal_fov_enabled = experimental_settings.is_fov_enabled()\n 4626→\n 4627→\t# Determine if FOV is actually active for this enemy\n 4628→\tvar fov_active := global_fov_enabled and fov_enabled and fov_angle > 0.0\n 4629→\n 4630→\t# Choose color based on whether FOV is active\n 4631→\t# Green = FOV is active (100 degree vision)\n 4632→\t# Gray = FOV is disabled (360 degree vision, but showing what the cone would be)\n 4633→\tvar color_fov: Color\n 4634→\tvar color_fov_edge: Color\n 4635→\tif fov_active:\n 4636→\t\tcolor_fov = Color(0.2, 0.8, 0.2, 0.3) # Semi-transparent green (active)\n 4637→\t\tcolor_fov_edge = Color(0.2, 0.8, 0.2, 0.8) # Bright green edge (active)\n 4638→\telse:\n 4639→\t\tcolor_fov = Color(0.5, 0.5, 0.5, 0.2) # Semi-transparent gray (inactive)\n 4640→\t\tcolor_fov_edge = Color(0.5, 0.5, 0.5, 0.5) # Gray edge (inactive)\n 4641→\n 4642→\t# Always draw FOV cone in debug mode (if fov_angle is set)\n 4643→\tif fov_angle > 0.0:\n 4644→\t\t_draw_fov_cone(color_fov, color_fov_edge)\n 4645→\n 4646→\t# Draw line to player if visible\n 4647→\tif _can_see_player and _player:\n 4648→\t\tvar to_player := _player.global_position - global_position\n 4649→\t\tdraw_line(Vector2.ZERO, to_player, color_to_player, 1.5)\n 4650→\n 4651→\t\t# Draw bullet spawn point (actual muzzle position) and check if blocked\n 4652→\t\tvar weapon_forward := _get_weapon_forward_direction()\n 4653→\t\tvar muzzle_global := _get_bullet_spawn_position(weapon_forward)\n 4654→\t\tvar spawn_point := muzzle_global - global_position # Convert to local coordinates for draw\n 4655→\t\tif _is_bullet_spawn_clear(weapon_forward):\n 4656→\t\t\tdraw_circle(spawn_point, 5.0, color_bullet_spawn)\n 4657→\t\telse:\n 4658→\t\t\t# Draw X for blocked spawn point\n 4659→\t\t\tdraw_line(spawn_point + Vector2(-5, -5), spawn_point + Vector2(5, 5), color_blocked, 2.0)\n 4660→\t\t\tdraw_line(spawn_point + Vector2(-5, 5), spawn_point + Vector2(5, -5), color_blocked, 2.0)\n 4661→\n 4662→\t# Draw line to cover position if we have one\n 4663→\tif _has_valid_cover:\n 4664→\t\tvar to_cover := _cover_position - global_position\n 4665→\t\tdraw_line(Vector2.ZERO, to_cover, color_to_cover, 1.5)\n 4666→\t\t# Draw small circle at cover position\n 4667→\t\tdraw_circle(to_cover, 8.0, color_to_cover)\n 4668→\n 4669→\t# Draw line to clear shot target if seeking clear shot\n 4670→\tif _seeking_clear_shot and _clear_shot_target != Vector2.ZERO:\n 4671→\t\tvar to_target := _clear_shot_target - global_position\n 4672→\t\tdraw_line(Vector2.ZERO, to_target, color_clear_shot, 2.0)\n 4673→\t\t# Draw triangle at target position\n 4674→\t\tvar target_pos := to_target\n 4675→\t\tdraw_line(target_pos + Vector2(-6, 6), target_pos + Vector2(6, 6), color_clear_shot, 2.0)\n 4676→\t\tdraw_line(target_pos + Vector2(6, 6), target_pos + Vector2(0, -8), color_clear_shot, 2.0)\n 4677→\t\tdraw_line(target_pos + Vector2(0, -8), target_pos + Vector2(-6, 6), color_clear_shot, 2.0)\n 4678→\n 4679→\t# Draw line to pursuit cover if pursuing\n 4680→\tif _current_state == AIState.PURSUING and _has_pursuit_cover:\n 4681→\t\tvar to_pursuit := _pursuit_next_cover - global_position\n 4682→\t\tdraw_line(Vector2.ZERO, to_pursuit, color_pursuit, 2.0)\n 4683→\t\tdraw_circle(to_pursuit, 8.0, color_pursuit)\n 4684→\n 4685→\t# Draw line to flank target if flanking\n 4686→\tif _current_state == AIState.FLANKING:\n 4687→\t\tif _has_flank_cover:\n 4688→\t\t\tvar to_flank_cover := _flank_next_cover - global_position\n 4689→\t\t\tdraw_line(Vector2.ZERO, to_flank_cover, color_flank, 2.0)\n 4690→\t\t\tdraw_circle(to_flank_cover, 8.0, color_flank)\n 4691→\t\telif _flank_target != Vector2.ZERO:\n 4692→\t\t\tvar to_flank := _flank_target - global_position\n 4693→\t\t\tdraw_line(Vector2.ZERO, to_flank, color_flank, 1.5)\n 4694→\t\t\t# Draw diamond at flank target\n 4695→\t\t\tvar flank_pos := to_flank\n 4696→\t\t\tdraw_line(flank_pos + Vector2(0, -8), flank_pos + Vector2(8, 0), color_flank, 2.0)\n 4697→\t\t\tdraw_line(flank_pos + Vector2(8, 0), flank_pos + Vector2(0, 8), color_flank, 2.0)\n 4698→\t\t\tdraw_line(flank_pos + Vector2(0, 8), flank_pos + Vector2(-8, 0), color_flank, 2.0)\n 4699→\t\t\tdraw_line(flank_pos + Vector2(-8, 0), flank_pos + Vector2(0, -8), color_flank, 2.0)\n 4700→\n 4701→\t# Draw suspected position from memory system (Issue #297)\n 4702→\t# The circle radius is inversely proportional to confidence (larger = less certain)\n 4703→\tif _memory and _memory.has_target():\n 4704→\t\tvar to_suspected := _memory.suspected_position - global_position\n 4705→\t\t# Color varies from yellow (low confidence) to orange (high confidence)\n 4706→\t\tvar confidence_color := Color.YELLOW.lerp(Color.ORANGE_RED, _memory.confidence)\n 4707→\t\t# Draw dashed line to suspected position\n 4708→\t\tdraw_line(Vector2.ZERO, to_suspected, confidence_color, 1.0)\n 4709→\t\t# Draw uncertainty circle - radius is inversely proportional to confidence\n 4710→\t\t# At confidence 1.0: radius = 10px (certain)\n 4711→\t\t# At confidence 0.1: radius = 100px (uncertain)\n 4712→\t\tvar uncertainty_radius := 10.0 + (1.0 - _memory.confidence) * 90.0\n 4713→\t\t# Draw circle outline by drawing multiple line segments\n 4714→\t\tvar segments := 16\n 4715→\t\tfor i in range(segments):\n 4716→\t\t\tvar angle1 := (float(i) / segments) * TAU\n 4717→\t\t\tvar angle2 := (float(i + 1) / segments) * TAU\n 4718→\t\t\tvar p1 := to_suspected + Vector2(cos(angle1), sin(angle1)) * uncertainty_radius\n 4719→\t\t\tvar p2 := to_suspected + Vector2(cos(angle2), sin(angle2)) * uncertainty_radius\n 4720→\t\t\tdraw_line(p1, p2, confidence_color, 1.5)\n 4721→\t\t# Draw small filled circle at center\n 4722→\t\tdraw_circle(to_suspected, 5.0, confidence_color)\n 4723→\n 4724→## Draw FOV cone with obstacle occlusion. Follows model rotation, rays stop at walls.\n 4725→func _draw_fov_cone(fill_color: Color, edge_color: Color) -> void:\n 4726→\tvar half_fov := deg_to_rad(fov_angle / 2.0)\n 4727→\tvar global_facing := _enemy_model.global_rotation if _enemy_model else global_rotation\n 4728→\tvar local_facing := global_facing - global_rotation # Convert to local space for drawing\n 4729→\tvar space_state := get_world_2d().direct_space_state\n 4730→\tvar cone_points: PackedVector2Array = [Vector2.ZERO]\n 4731→\tvar ray_endpoints: Array[Vector2] = []\n 4732→\tfor i in range(33): # 32 segments + 1\n 4733→\t\tvar t := float(i) / 32.0\n 4734→\t\tvar angle := local_facing - half_fov + t * 2 * half_fov\n 4735→\t\tvar ray_dir := Vector2.from_angle(angle)\n 4736→\t\tvar global_ray_end := global_position + Vector2.from_angle(global_facing - half_fov + t * 2 * half_fov) * 400.0\n 4737→\t\tvar query := PhysicsRayQueryParameters2D.create(global_position, global_ray_end)\n 4738→\t\tquery.collision_mask = 0b100\n 4739→\t\tquery.exclude = [self]\n 4740→\t\tvar result := space_state.intersect_ray(query)\n 4741→\t\tvar end_local := ray_dir * (global_position.distance_to(result.position) if not result.is_empty() else 400.0)\n 4742→\t\tcone_points.append(end_local)\n 4743→\t\tray_endpoints.append(end_local)\n 4744→\tdraw_colored_polygon(cone_points, fill_color)\n 4745→\tif ray_endpoints.size() > 0:\n 4746→\t\tdraw_line(Vector2.ZERO, ray_endpoints[0], edge_color, 2.0)\n 4747→\t\tdraw_line(Vector2.ZERO, ray_endpoints[ray_endpoints.size() - 1], edge_color, 2.0)\n 4748→\tfor i in range(ray_endpoints.size() - 1):\n 4749→\t\tdraw_line(ray_endpoints[i], ray_endpoints[i + 1], edge_color, 1.5)\n 4750→\n 4751→## Check if player is distracted (aim >23° away from this enemy). 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"content": " 1→[gd_scene load_steps=14 format=3 uid=\"uid://cx5m8np6u3bwd\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/objects/enemy.gd\" id=\"1_enemy\"]\n 4→[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"2_hit_area\"]\n 5→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/weapons/m16_rifle_topdown.png\" id=\"3_rifle_sprite\"]\n 6→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_body.png\" id=\"4_body\"]\n 7→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_head.png\" id=\"5_head\"]\n 8→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_left_arm.png\" id=\"6_left_arm\"]\n 9→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_right_arm.png\" id=\"7_right_arm\"]\n 10→[ext_resource type=\"PackedScene\" uid=\"uid://casing_scene\" path=\"res://scenes/effects/Casing.tscn\" id=\"8_casing\"]\n 11→[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"9_bloody_feet\"]\n 12→\n 13→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_enemy\"]\n 14→radius = 24.0\n 15→\n 16→[sub_resource type=\"OccluderPolygon2D\" id=\"OccluderPolygon2D_enemy\"]\n 17→polygon = PackedVector2Array(24, 0, 20.78, 12, 12, 20.78, 0, 24, -12, 20.78, -20.78, 12, -24, 0, -20.78, -12, -12, -20.78, 0, -24, 12, -20.78, 20.78, -12)\n 18→\n 19→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_casing_pusher\"]\n 20→radius = 28.0\n 21→\n 22→[node name=\"Enemy\" type=\"CharacterBody2D\" groups=[\"enemies\"]]\n 23→collision_layer = 2\n 24→collision_mask = 4\n 25→script = ExtResource(\"1_enemy\")\n 26→\n 27→[node name=\"EnemyModel\" type=\"Node2D\" parent=\".\"]\n 28→\n 29→[node name=\"Body\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 30→z_index = 1\n 31→position = Vector2(-4, 0)\n 32→texture = ExtResource(\"4_body\")\n 33→\n 34→[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 35→z_index = 4\n 36→position = Vector2(24, 6)\n 37→texture = ExtResource(\"6_left_arm\")\n 38→\n 39→[node name=\"RightArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 40→z_index = 4\n 41→position = Vector2(-2, 6)\n 42→texture = ExtResource(\"7_right_arm\")\n 43→\n 44→[node name=\"Head\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 45→z_index = 3\n 46→position = Vector2(-6, -2)\n 47→texture = ExtResource(\"5_head\")\n 48→\n 49→[node name=\"WeaponMount\" type=\"Node2D\" parent=\"EnemyModel\"]\n 50→position = Vector2(0, 6)\n 51→\n 52→[node name=\"WeaponSprite\" type=\"Sprite2D\" parent=\"EnemyModel/WeaponMount\"]\n 53→z_index = 2\n 54→texture = ExtResource(\"3_rifle_sprite\")\n 55→offset = Vector2(20, 0)\n 56→\n 57→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 58→shape = SubResource(\"CircleShape2D_enemy\")\n 59→\n 60→[node name=\"RayCast2D\" type=\"RayCast2D\" parent=\".\"]\n 61→target_position = Vector2(400, 0)\n 62→collision_mask = 5\n 63→\n 64→[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\n 65→collision_layer = 2\n 66→collision_mask = 16\n 67→script = ExtResource(\"2_hit_area\")\n 68→\n 69→[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\n 70→shape = SubResource(\"CircleShape2D_enemy\")\n 71→\n 72→[node name=\"NavigationAgent2D\" type=\"NavigationAgent2D\" parent=\".\"]\n 73→path_desired_distance = 4.0\n 74→target_desired_distance = 10.0\n 75→avoidance_enabled = true\n 76→radius = 24.0\n 77→neighbor_distance = 100.0\n 78→max_neighbors = 5\n 79→time_horizon_agents = 1.0\n 80→time_horizon_obstacles = 1.0\n 81→max_speed = 320.0\n 82→debug_enabled = false\n 83→\n 84→[node name=\"DebugLabel\" type=\"Label\" parent=\".\"]\n 85→visible = false\n 86→offset_left = -50.0\n 87→offset_top = -50.0\n 88→offset_right = 50.0\n 89→offset_bottom = -30.0\n 90→horizontal_alignment = 1\n 91→vertical_alignment = 1\n 92→\n 93→[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\n 94→script = ExtResource(\"9_bloody_feet\")\n 95→blood_steps_count = 12\n 96→step_distance = 30.0\n 97→initial_alpha = 0.8\n 98→alpha_decay_rate = 0.06\n 99→footprint_scale = 0.72\n 100→debug_logging = false\n 101→\n 102→[node name=\"CasingPusher\" type=\"Area2D\" parent=\".\"]\n 103→collision_layer = 0\n 104→collision_mask = 64\n 105→monitorable = false\n 106→\n 107→[node name=\"CasingPusherShape\" type=\"CollisionShape2D\" parent=\"CasingPusher\"]\n 108→shape = SubResource(\"CircleShape2D_casing_pusher\")\n 109→\n 110→[node name=\"LightOccluder2D\" type=\"LightOccluder2D\" parent=\".\"]\n 111→occluder = SubResource(\"OccluderPolygon2D_enemy\")\n 112→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:22:33.180Z] [INFO] {
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[2026-02-07T18:22:33.379Z] [INFO] {
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{
"tool_use_id": "toolu_01Y6kuyMDuh3sovi9WnYkVHj",
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"content": "Found 6 files\nscripts/objects/enemy.gd\nscripts/characters/player.gd\nscripts/ui/experimental_menu.gd\nscripts/autoload/sound_propagation.gd\nscripts/autoload/experimental_settings.gd\nscripts/autoload/game_manager.gd"
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[2026-02-07T18:22:33.381Z] [INFO] {
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[2026-02-07T18:22:33.578Z] [INFO] {
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{
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"content": " 1→extends CanvasLayer\n 2→## Experimental features menu.\n 3→##\n 4→## Allows the player to enable/disable experimental game features.\n 5→## All experimental features are disabled by default.\n 6→## Note: Night Mode (realistic visibility) has been moved to the Difficulty menu.\n 7→\n 8→## Signal emitted when the back button is pressed.\n 9→signal back_pressed\n 10→\n 11→## Reference to UI elements.\n 12→@onready var fov_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/FOVContainer/FOVCheckbox\n 13→@onready var complex_grenade_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ComplexGrenadeContainer/ComplexGrenadeCheckbox\n 14→@onready var ai_prediction_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/AIPredictionContainer/AIPredictionCheckbox\n 15→@onready var debug_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/DebugModeContainer/DebugModeCheckbox\n 16→@onready var invincibility_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/InvincibilityContainer/InvincibilityCheckbox\n 17→@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n 18→@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n 19→\n 20→\n 21→func _ready() -> void:\n 22→\t# Connect button signals\n 23→\tfov_checkbox.toggled.connect(_on_fov_toggled)\n 24→\tcomplex_grenade_checkbox.toggled.connect(_on_complex_grenade_toggled)\n 25→\tai_prediction_checkbox.toggled.connect(_on_ai_prediction_toggled)\n 26→\tdebug_mode_checkbox.toggled.connect(_on_debug_mode_toggled)\n 27→\tinvincibility_checkbox.toggled.connect(_on_invincibility_toggled)\n 28→\tback_button.pressed.connect(_on_back_pressed)\n 29→\n 30→\t# Update UI based on current settings\n 31→\t_update_ui()\n 32→\n 33→\t# Connect to settings changes\n 34→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 35→\tif experimental_settings:\n 36→\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n 37→\n 38→\t# Set process mode to allow input while paused\n 39→\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 40→\n 41→\n 42→func _update_ui() -> void:\n 43→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 44→\tif experimental_settings == null:\n 45→\t\tstatus_label.text = \"Error: ExperimentalSettings not found\"\n 46→\t\treturn\n 47→\n 48→\t# Update checkbox state (inverted: checked = FOV disabled)\n 49→\tfov_checkbox.button_pressed = not experimental_settings.is_fov_enabled()\n 50→\tcomplex_grenade_checkbox.button_pressed = experimental_settings.is_complex_grenade_throwing()\n 51→\tai_prediction_checkbox.button_pressed = experimental_settings.is_ai_prediction_enabled()\n 52→\tdebug_mode_checkbox.button_pressed = experimental_settings.is_debug_mode_enabled()\n 53→\tinvincibility_checkbox.button_pressed = experimental_settings.is_invincibility_enabled()\n 54→\n 55→\t# Update status label - show status of all settings\n 56→\tvar status_parts: Array[String] = []\n 57→\tif experimental_settings.is_fov_enabled():\n 58→\t\tstatus_parts.append(\"FOV: 100° cone\")\n 59→\tif experimental_settings.is_complex_grenade_throwing():\n 60→\t\tstatus_parts.append(\"Grenades: complex throwing\")\n 61→\tif experimental_settings.is_ai_prediction_enabled():\n 62→\t\tstatus_parts.append(\"AI: player prediction\")\n 63→\tif experimental_settings.is_debug_mode_enabled():\n 64→\t\tstatus_parts.append(\"Debug mode\")\n 65→\tif experimental_settings.is_invincibility_enabled():\n 66→\t\tstatus_parts.append(\"Invincibility\")\n 67→\n 68→\tif status_parts.is_empty():\n 69→\t\tstatus_label.text = \"All experimental features disabled\"\n 70→\telse:\n 71→\t\tstatus_label.text = \"Enabled: \" + \", \".join(status_parts)\n 72→\n 73→\n 74→func _on_fov_toggled(disabled: bool) -> void:\n 75→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 76→\tif experimental_settings:\n 77→\t\t# Inverted: checkbox checked = FOV disabled\n 78→\t\texperimental_settings.set_fov_enabled(not disabled)\n 79→\t_update_ui()\n 80→\n 81→\n 82→func _on_complex_grenade_toggled(enabled: bool) -> void:\n 83→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 84→\tif experimental_settings:\n 85→\t\texperimental_settings.set_complex_grenade_throwing(enabled)\n 86→\t_update_ui()\n 87→\n 88→\n 89→func _on_ai_prediction_toggled(enabled: bool) -> void:\n 90→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 91→\tif experimental_settings:\n 92→\t\texperimental_settings.set_ai_prediction_enabled(enabled)\n 93→\t_update_ui()\n 94→\n 95→\n 96→func _on_debug_mode_toggled(enabled: bool) -> void:\n 97→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 98→\tif experimental_settings:\n 99→\t\texperimental_settings.set_debug_mode_enabled(enabled)\n 100→\t# Also sync to GameManager for runtime signal emission\n 101→\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n 102→\tif game_manager and game_manager.has_method(\"is_debug_mode_enabled\"):\n 103→\t\tif game_manager.debug_mode_enabled != enabled:\n 104→\t\t\tgame_manager.debug_mode_enabled = enabled\n 105→\t\t\tgame_manager.debug_mode_toggled.emit(enabled)\n 106→\t_update_ui()\n 107→\n 108→\n 109→func _on_invincibility_toggled(enabled: bool) -> void:\n 110→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 111→\tif experimental_settings:\n 112→\t\texperimental_settings.set_invincibility_enabled(enabled)\n 113→\t# Also sync to GameManager for runtime signal emission\n 114→\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n 115→\tif game_manager and game_manager.has_method(\"is_invincibility_enabled\"):\n 116→\t\tif game_manager.invincibility_enabled != enabled:\n 117→\t\t\tgame_manager.invincibility_enabled = enabled\n 118→\t\t\tgame_manager.invincibility_toggled.emit(enabled)\n 119→\t_update_ui()\n 120→\n 121→\n 122→func _on_back_pressed() -> void:\n 123→\tback_pressed.emit()\n 124→\n 125→\n 126→func _on_settings_changed() -> void:\n 127→\t_update_ui()\n 128→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
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"uuid": "ae5aae87-c918-4ab8-9a58-3c50535692d9"
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[2026-02-07T18:22:33.633Z] [INFO] {
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{
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[2026-02-07T18:22:33.662Z] [INFO] {
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{
"tool_use_id": "toolu_01EQR7bKJUFxX5nwaBcohymq",
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"content": " 1→extends Node\n 2→## Autoload singleton for managing game state and statistics.\n 3→##\n 4→## Tracks player statistics like kills, shots fired, accuracy, and game state.\n 5→## Provides functionality for scene restart and game-wide events.\n 6→\n 7→## Total enemies killed in current session.\n 8→var kills: int = 0\n 9→\n 10→## Total shots fired in current session.\n 11→var shots_fired: int = 0\n 12→\n 13→## Total hits landed in current session.\n 14→var hits_landed: int = 0\n 15→\n 16→## Whether the player is currently alive.\n 17→var player_alive: bool = true\n 18→\n 19→## Reference to the current player node.\n 20→var player: Node2D = null\n 21→\n 22→## Whether debug mode is enabled (shows debug labels on enemies).\n 23→## Toggle with F7 key - delegated to ExperimentalSettings for persistence.\n 24→var debug_mode_enabled: bool = false\n 25→\n 26→## Whether invincibility mode is enabled (player takes no damage).\n 27→## Toggle with F6 key - delegated to ExperimentalSettings for persistence.\n 28→var invincibility_enabled: bool = false\n 29→\n 30→## Currently selected weapon ID for player equipment.\n 31→## Valid values: \"makarov_pm\", \"m16\", \"shotgun\", \"mini_uzi\", \"silenced_pistol\", \"sniper\" (corresponds to armory_menu WEAPONS keys)\n 32→## Default: \"makarov_pm\" (Makarov PM starting pistol)\n 33→var selected_weapon: String = \"makarov_pm\"\n 34→\n 35→## Weapon scene paths mapped to weapon IDs.\n 36→const WEAPON_SCENES: Dictionary = {\n 37→\t\"makarov_pm\": \"res://scenes/weapons/csharp/MakarovPM.tscn\",\n 38→\t\"m16\": \"res://scenes/weapons/csharp/AssaultRifle.tscn\",\n 39→\t\"shotgun\": \"res://scenes/weapons/csharp/Shotgun.tscn\",\n 40→\t\"mini_uzi\": \"res://scenes/weapons/csharp/MiniUzi.tscn\",\n 41→\t\"silenced_pistol\": \"res://scenes/weapons/csharp/SilencedPistol.tscn\",\n 42→\t\"sniper\": \"res://scenes/weapons/csharp/SniperRifle.tscn\"\n 43→}\n 44→\n 45→## Signal emitted when an enemy is killed (for screen effects).\n 46→signal enemy_killed\n 47→\n 48→## Signal emitted when player dies.\n 49→signal player_died\n 50→\n 51→## Signal emitted when game stats change.\n 52→signal stats_updated\n 53→\n 54→## Signal emitted when debug mode is toggled (F7 key).\n 55→signal debug_mode_toggled(enabled: bool)\n 56→\n 57→## Signal emitted when invincibility mode is toggled (F6 key).\n 58→signal invincibility_toggled(enabled: bool)\n 59→\n 60→## Signal emitted when weapon selection changes.\n 61→signal weapon_selected(weapon_id: String)\n 62→\n 63→\n 64→func _ready() -> void:\n 65→\t# Reset stats when starting\n 66→\t_reset_stats()\n 67→\t# Set mouse mode: confined and hidden (keeps cursor within window and hides it)\n 68→\t# This provides immersive fullscreen gameplay experience\n 69→\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n 70→\t# Set PROCESS_MODE_ALWAYS to ensure quick restart (Q key) works during time freeze effects\n 71→\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 72→\t# Sync debug/invincibility state from ExperimentalSettings (persisted)\n 73→\t_sync_from_experimental_settings()\n 74→\t# Log that GameManager is ready\n 75→\t_log_to_file(\"GameManager ready\")\n 76→\n 77→\n 78→func _input(event: InputEvent) -> void:\n 79→\t# Handle quick restart with Q key\n 80→\tif event is InputEventKey:\n 81→\t\tif event.pressed and event.physical_keycode == KEY_Q:\n 82→\t\t\trestart_scene()\n 83→\t\t# Handle invincibility toggle with F6 key (works in exported builds)\n 84→\t\telif event.pressed and event.physical_keycode == KEY_F6:\n 85→\t\t\ttoggle_invincibility()\n 86→\t\t# Handle debug mode toggle with F7 key (works in exported builds)\n 87→\t\telif event.pressed and event.physical_keycode == KEY_F7:\n 88→\t\t\ttoggle_debug_mode()\n 89→\n 90→\n 91→## Resets all statistics to initial values.\n 92→func _reset_stats() -> void:\n 93→\tkills = 0\n 94→\tshots_fired = 0\n 95→\thits_landed = 0\n 96→\tplayer_alive = true\n 97→\tplayer = null\n 98→\n 99→\n 100→## Registers a shot fired by the player.\n 101→func register_shot() -> void:\n 102→\tshots_fired += 1\n 103→\tstats_updated.emit()\n 104→\n 105→\n 106→## Registers a hit landed by the player.\n 107→func register_hit() -> void:\n 108→\thits_landed += 1\n 109→\tstats_updated.emit()\n 110→\n 111→\n 112→## Registers an enemy kill.\n 113→func register_kill() -> void:\n 114→\tkills += 1\n 115→\tenemy_killed.emit()\n 116→\tstats_updated.emit()\n 117→\n 118→\n 119→## Returns the current accuracy as a percentage (0-100).\n 120→func get_accuracy() -> float:\n 121→\tif shots_fired == 0:\n 122→\t\treturn 0.0\n 123→\treturn (float(hits_landed) / float(shots_fired)) * 100.0\n 124→\n 125→\n 126→## Called when the player dies.\n 127→func on_player_death() -> void:\n 128→\tplayer_alive = false\n 129→\tplayer_died.emit()\n 130→\t# Auto-restart the scene immediately\n 131→\trestart_scene()\n 132→\n 133→\n 134→## Restarts the current scene.\n 135→func restart_scene() -> void:\n 136→\t_reset_stats()\n 137→\tget_tree().reload_current_scene()\n 138→\n 139→\n 140→## Sets the player reference.\n 141→func set_player(p: Node2D) -> void:\n 142→\tplayer = p\n 143→\n 144→\n 145→## Toggles debug mode on/off.\n 146→## When enabled, shows debug labels on enemies (AI state).\n 147→## Delegates to ExperimentalSettings for persistence.\n 148→func toggle_debug_mode() -> void:\n 149→\tdebug_mode_enabled = not debug_mode_enabled\n 150→\tdebug_mode_toggled.emit(debug_mode_enabled)\n 151→\t# Sync to ExperimentalSettings for persistence\n 152→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 153→\tif experimental_settings and experimental_settings.has_method(\"set_debug_mode_enabled\"):\n 154→\t\texperimental_settings.set_debug_mode_enabled(debug_mode_enabled)\n 155→\t_log_to_file(\"Debug mode toggled: %s\" % (\"ON\" if debug_mode_enabled else \"OFF\"))\n 156→\n 157→\n 158→## Returns whether debug mode is currently enabled.\n 159→func is_debug_mode_enabled() -> bool:\n 160→\treturn debug_mode_enabled\n 161→\n 162→\n 163→## Toggles invincibility mode on/off.\n 164→## When enabled, player takes no damage from any source.\n 165→## Delegates to ExperimentalSettings for persistence.\n 166→func toggle_invincibility() -> void:\n 167→\tinvincibility_enabled = not invincibility_enabled\n 168→\tinvincibility_toggled.emit(invincibility_enabled)\n 169→\t# Sync to ExperimentalSettings for persistence\n 170→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 171→\tif experimental_settings and experimental_settings.has_method(\"set_invincibility_enabled\"):\n 172→\t\texperimental_settings.set_invincibility_enabled(invincibility_enabled)\n 173→\t_log_to_file(\"Invincibility mode toggled: %s\" % (\"ON\" if invincibility_enabled else \"OFF\"))\n 174→\n 175→\n 176→## Returns whether invincibility mode is currently enabled.\n 177→func is_invincibility_enabled() -> bool:\n 178→\treturn invincibility_enabled\n 179→\n 180→\n 181→## Syncs debug mode and invincibility state from ExperimentalSettings.\n 182→## Called on _ready() to restore persisted state.\n 183→func _sync_from_experimental_settings() -> void:\n 184→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 185→\tif experimental_settings:\n 186→\t\tif experimental_settings.has_method(\"is_debug_mode_enabled\"):\n 187→\t\t\tvar saved_debug: bool = experimental_settings.is_debug_mode_enabled()\n 188→\t\t\tif saved_debug != debug_mode_enabled:\n 189→\t\t\t\tdebug_mode_enabled = saved_debug\n 190→\t\t\t\tdebug_mode_toggled.emit(debug_mode_enabled)\n 191→\t\tif experimental_settings.has_method(\"is_invincibility_enabled\"):\n 192→\t\t\tvar saved_invincibility: bool = experimental_settings.is_invincibility_enabled()\n 193→\t\t\tif saved_invincibility != invincibility_enabled:\n 194→\t\t\t\tinvincibility_enabled = saved_invincibility\n 195→\t\t\t\tinvincibility_toggled.emit(invincibility_enabled)\n 196→\n 197→\n 198→## Sets the currently selected weapon.\n 199→## @param weapon_id: The weapon identifier (e.g., \"m16\", \"shotgun\")\n 200→func set_selected_weapon(weapon_id: String) -> void:\n 201→\tif weapon_id in WEAPON_SCENES:\n 202→\t\tselected_weapon = weapon_id\n 203→\t\tweapon_selected.emit(weapon_id)\n 204→\t\t_log_to_file(\"Weapon selected: %s\" % weapon_id)\n 205→\telse:\n 206→\t\tpush_warning(\"Unknown weapon ID: %s\" % weapon_id)\n 207→\n 208→\n 209→## Gets the currently selected weapon ID.\n 210→func get_selected_weapon() -> String:\n 211→\treturn selected_weapon\n 212→\n 213→\n 214→## Gets the scene path for the selected weapon.\n 215→func get_selected_weapon_scene_path() -> String:\n 216→\tif selected_weapon in WEAPON_SCENES:\n 217→\t\treturn WEAPON_SCENES[selected_weapon]\n 218→\treturn WEAPON_SCENES[\"makarov_pm\"] # Default to Makarov PM starting pistol\n 219→\n 220→\n 221→## Log a message to the file logger if available.\n 222→func _log_to_file(message: String) -> void:\n 223→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 224→\tif file_logger and file_logger.has_method(\"log_info\"):\n 225→\t\tfile_logger.log_info(\"[GameManager] \" + message)\n 226→\telse:\n 227→\t\tprint(\"[GameManager] \" + message)\n 228→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "180-## Whether the grenade throw drag has started.\n181-var _grenade_drag_active: bool = false\n182-\n183:## Whether debug mode is enabled (F7 toggle, shows grenade trajectory).\n184-var _debug_mode_enabled: bool = false\n185-\n186:## Whether invincibility mode is enabled (F6 toggle, player takes no damage).\n187-var _invincibility_enabled: bool = false\n188-\n189-## Whether the player is stunned (cannot move or shoot). Set on bullet hit.\n--\n299-\t# to ensure level scripts have finished adding weapons to the player.\n300-\t# See _weapon_pose_applied and _weapon_detect_frame_count variables.\n301-\n302:\t# Connect to GameManager's debug signals (F6 invincibility, F7 debug mode)\n303-\t_connect_debug_mode_signal()\n304-\n305-\t# Initialize death animation component\n--\n890-\tif not _is_alive:\n891-\t\treturn\n892-\n893:\t# Check invincibility mode (F6 toggle)\n894-\tif _invincibility_enabled:\n895-\t\tFileLogger.info(\"[Player] Hit blocked by invincibility mode\")\n896-\t\t# Still show hit flash for visual feedback\n--\n2313-# Debug Visualization System\n2314-# ============================================================================\n2315-\n2316:## Connect to GameManager's debug signals (F6 invincibility, F7 debug mode).\n2317-func _connect_debug_mode_signal() -> void:\n2318-\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n2319-\tif game_manager:\n--\n2332-\t\t\t_debug_mode_enabled = game_manager.is_debug_mode_enabled()\n2333-\n2334-\n2335:## Called when invincibility mode is toggled via F6 key.\n2336-func _on_invincibility_toggled(enabled: bool) -> void:\n2337-\t_invincibility_enabled = enabled\n2338-\tFileLogger.info(\"[Player] Invincibility mode: %s\" % (\"ON\" if _invincibility_enabled else \"OFF\"))\n2339-\n2340-\n2341:## Called when debug mode is toggled via F7 key.\n2342-func _on_debug_mode_toggled(enabled: bool) -> void:\n2343-\t_debug_mode_enabled = enabled\n2344-\tqueue_redraw()\n--\n2346-\n2347-## Draw grenade throw trajectory visualization.\n2348-## In simple mode: Always shows trajectory preview (semi-transparent arc).\n2349:## In complex mode: Only shows when debug mode is enabled (F7).\n2350-## For non-contact grenades (flashbang), shows wall bounces.\n2351-func _draw() -> void:\n2352-\t# Determine if we should draw trajectory"
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[2026-02-07T18:22:39.622Z] [INFO] {
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"content": " 2346→\n 2347→## Draw grenade throw trajectory visualization.\n 2348→## In simple mode: Always shows trajectory preview (semi-transparent arc).\n 2349→## In complex mode: Only shows when debug mode is enabled (F7).\n 2350→## For non-contact grenades (flashbang), shows wall bounces.\n 2351→func _draw() -> void:\n 2352→\t# Determine if we should draw trajectory\n 2353→\tvar is_simple_aiming := _grenade_state == GrenadeState.SIMPLE_AIMING\n 2354→\tvar is_complex_aiming := _grenade_state == GrenadeState.AIMING\n 2355→\n 2356→\t# In simple mode: always show trajectory\n 2357→\t# In complex mode: only show if debug mode is enabled\n 2358→\tif not is_simple_aiming and not (is_complex_aiming and _debug_mode_enabled):\n 2359→\t\treturn\n 2360→\n 2361→\t# Use different colors for simple mode (more subtle) vs debug mode (bright)\n 2362→\tvar color_trajectory: Color\n 2363→\tvar color_landing: Color\n 2364→\tvar color_radius: Color\n 2365→\tvar color_bounce: Color\n 2366→\tvar line_width: float\n 2367→\n 2368→\tif is_simple_aiming:\n 2369→\t\t# Semi-transparent colors for simple mode\n 2370→\t\tcolor_trajectory = Color(1.0, 1.0, 1.0, 0.4) # White semi-transparent\n 2371→\t\tcolor_landing = Color(1.0, 0.8, 0.2, 0.6) # Yellow-orange\n 2372→\t\tcolor_radius = Color(1.0, 0.5, 0.0, 0.2) # Effect radius\n 2373→\t\tcolor_bounce = Color(0.5, 1.0, 0.5, 0.3) # Green for bounces\n 2374→\t\tline_width = 2.0\n 2375→\telse:\n 2376→\t\t# Bright colors for debug mode\n 2377→\t\tcolor_trajectory = Color.YELLOW\n 2378→\t\tcolor_landing = Color.ORANGE\n 2379→\t\tcolor_radius = Color(1.0, 0.5, 0.0, 0.3)\n 2380→\t\tcolor_bounce = Color(0.3, 1.0, 0.3, 0.5)\n 2381→\t\tline_width = 2.0\n 2382→\n 2383→\t# Calculate throw parameters\n 2384→\tvar current_mouse := get_global_mouse_position()\n 2385→\tvar throw_direction: Vector2\n 2386→\tvar throw_distance: float\n 2387→\tvar throw_speed: float\n 2388→\n 2389→\tif is_simple_aiming:\n 2390→\t\t# Simple mode: direction and distance based on cursor position\n 2391→\t\tvar to_target := current_mouse - global_position\n 2392→\t\tthrow_direction = to_target.normalized() if to_target.length() > 10.0 else Vector2(1, 0)\n 2393→\t\tthrow_distance = to_target.length()\n 2394→\n 2395→\t\t# Calculate throw speed needed to reach target\n 2396→\t\tvar ground_friction := 300.0\n 2397→\t\tvar required_speed := sqrt(2.0 * ground_friction * throw_distance)\n 2398→\t\tvar max_throw_speed := 850.0\n 2399→\t\tthrow_speed = minf(required_speed, max_throw_speed)\n 2400→\n 2401→\t\t# Calculate actual landing distance with clamped speed\n 2402→\t\tthrow_distance = (throw_speed * throw_speed) / (2.0 * ground_friction)\n 2403→\telse:\n 2404→\t\t# Complex mode: direction based on mouse velocity\n 2405→\t\tvar drag_vector := current_mouse - _aim_drag_start\n 2406→\t\tvar drag_distance := drag_vector.length()\n 2407→\n 2408→\t\tif drag_distance < 10.0:\n 2409→\t\t\tdrag_distance = 10.0\n 2410→\t\t\tdrag_vector = Vector2(1, 0)\n 2411→\n 2412→\t\tthrow_direction = drag_vector.normalized()\n 2413→\n 2414→\t\t# Use velocity-based calculation\n 2415→\t\tvar velocity_magnitude := _current_mouse_velocity.length()\n 2416→\t\tvar ground_friction := 300.0\n 2417→\t\tvar max_throw_speed := 850.0\n 2418→\t\tthrow_speed = minf(velocity_magnitude * 0.5, max_throw_speed)\n 2419→\t\tthrow_distance = (throw_speed * throw_speed) / (2.0 * ground_friction)\n 2420→\n 2421→\t# Calculate spawn offset\n 2422→\tvar spawn_offset := 60.0\n 2423→\n 2424→\t# Calculate positions in local coordinates (relative to player at 0,0)\n 2425→\tvar spawn_pos := throw_direction * spawn_offset\n 2426→\n 2427→\t# Check if current grenade is a contact-explosive (frag grenade) or timer-based (flashbang)\n 2428→\t# Timer-based grenades bounce off walls, contact grenades don't\n 2429→\tvar is_contact_grenade := _is_active_grenade_contact_type()\n 2430→\n 2431→\tif is_contact_grenade:\n 2432→\t\t# Contact grenade: simple straight trajectory to landing\n 2433→\t\tvar landing_pos := spawn_pos + throw_direction * throw_distance\n 2434→\t\t_draw_simple_trajectory(spawn_pos, landing_pos, color_trajectory, color_landing, color_radius, line_width)\n 2435→\telse:\n 2436→\t\t# Timer grenade (flashbang): show trajectory with wall bounces\n 2437→\t\t_draw_trajectory_with_bounces(spawn_pos, throw_direction, throw_speed, color_trajectory, color_landing, color_radius, color_bounce, line_width)\n 2438→\n 2439→\n 2440→## Check if the active grenade is a contact-explosive type (explodes on impact).\n 2441→## Contact grenades: FragGrenade - explodes on landing/wall hit\n 2442→## Timer grenades: FlashbangGrenade - explodes after 4 seconds, bounces off walls\n 2443→func _is_active_grenade_contact_type() -> bool:\n 2444→\tif _active_grenade == null or not is_instance_valid(_active_grenade):\n 2445→\t\t# Default: check grenade scene name if no active grenade\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"text": "Here is the full comparison of all three weapon scene files.\n\n---\n\n## MakarovPM.tscn -- main branch vs current branch\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scenes/weapons/csharp/MakarovPM.tscn`\n\nThe diff between `main` and the current branch (`issue-592-f7ca9167d308`) shows **two changes**:\n\n1. **BulletSpawnOffset**: changed from `34.0` to `35.0`\n2. **scale added** to `MakarovSprite`: `scale = Vector2(0.7, 0.7)` (new line, not present on main)\n\nCurrent branch version:\n```\n[node name=\"MakarovPM\" type=\"Node2D\"]\nBulletSpawnOffset = 35.0\n\n[node name=\"MakarovSprite\" type=\"Sprite2D\" parent=\".\"]\nz_index = 1\nscale = Vector2(0.7, 0.7) <-- NEW on this branch\ntexture = ExtResource(\"5_sprite\")\noffset = Vector2(15, 0)\n```\n\n---\n\n## MiniUzi.tscn (reference)\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scenes/weapons/csharp/MiniUzi.tscn`\n\n```\n[node name=\"MiniUzi\" type=\"Node2D\"]\nBulletSpawnOffset = 35.0\n\n[node name=\"MiniUziSprite\" type=\"Sprite2D\" parent=\".\"]\nz_index = 1\ntexture = ExtResource(\"5_sprite\")\noffset = Vector2(15, 0)\n```\n\nKey sprite properties:\n- **scale**: not set (defaults to `Vector2(1, 1)`)\n- **offset**: `Vector2(15, 0)`\n- **position**: not set (defaults to `Vector2(0, 0)`)\n- **BulletSpawnOffset**: `35.0`\n\n---\n\n## Shotgun.tscn (reference)\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scenes/weapons/csharp/Shotgun.tscn`\n\n```\n[node name=\"Shotgun\" type=\"Node2D\"]\nBulletSpawnOffset = 52.0\n\n[node name=\"ShotgunSprite\" type=\"Sprite2D\" parent=\".\"]\nz_index = 1\ntexture = ExtResource(\"5_shotgun_sprite\")\noffset = Vector2(20, 0)\n\n[node name=\"PumpSprite\" type=\"Sprite2D\" parent=\"ShotgunSprite\"]\nz_index = -1\nposition = Vector2(30, 0)\ntexture = ExtResource(\"7_pump_sprite\")\n```\n\nKey sprite properties:\n- **scale**: not set (defaults to `Vector2(1, 1)`)\n- **offset**: `Vector2(20, 0)` (larger than pistol/uzi since the shotgun barrel is longer)\n- **BulletSpawnOffset**: `52.0` (further out to match the longer barrel)\n- Has a child **PumpSprite** at `position = Vector2(30, 0)`\n\n---\n\n## Summary comparison table\n\n| Property | MakarovPM (main) | MakarovPM (branch) | MiniUzi | Shotgun |\n|---------------------|-------------------|---------------------|---------------|-----------------|\n| Sprite offset | `(15, 0)` | `(15, 0)` | `(15, 0)` | `(20, 0)` |\n| Sprite scale | *(default 1,1)* | **`(0.7, 0.7)`** | *(default 1,1)* | *(default 1,1)* |\n| Sprite position | *(default 0,0)* | *(default 0,0)* | *(default 0,0)* | *(default 0,0)* |\n| BulletSpawnOffset | `34.0` | **`35.0`** | `35.0` | `52.0` |\n\nThe current branch makes the MakarovPM sprite 30% smaller (`scale = 0.7`) and nudges the `BulletSpawnOffset` from `34.0` to `35.0` to match the MiniUzi exactly. Neither the MiniUzi nor the Shotgun have any explicit scale set on their sprites, so the Makarov is now the only weapon with a non-default scale."
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"prompt": "In the repo at /tmp/gh-issue-solver-1770488370550, I need to understand what the MakarovPM.tscn file looks like on the main branch vs the current branch. Also find the MiniUzi scene and Shotgun scene to compare sprite offsets and positions.\n\nRun these commands:\n1. git show main:scenes/weapons/csharp/MakarovPM.tscn\n2. Find and show the MiniUzi and Shotgun weapon scenes for comparison (look for similar .tscn files in scenes/weapons/)\n3. git diff main -- scenes/weapons/csharp/MakarovPM.tscn\n\nReturn the full contents of each scene file so I can compare the sprite offsets, scales, and positions.",
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"text": "Here is the full comparison of all three weapon scene files.\n\n---\n\n## MakarovPM.tscn -- main branch vs current branch\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scenes/weapons/csharp/MakarovPM.tscn`\n\nThe diff between `main` and the current branch (`issue-592-f7ca9167d308`) shows **two changes**:\n\n1. **BulletSpawnOffset**: changed from `34.0` to `35.0`\n2. **scale added** to `MakarovSprite`: `scale = Vector2(0.7, 0.7)` (new line, not present on main)\n\nCurrent branch version:\n```\n[node name=\"MakarovPM\" type=\"Node2D\"]\nBulletSpawnOffset = 35.0\n\n[node name=\"MakarovSprite\" type=\"Sprite2D\" parent=\".\"]\nz_index = 1\nscale = Vector2(0.7, 0.7) <-- NEW on this branch\ntexture = ExtResource(\"5_sprite\")\noffset = Vector2(15, 0)\n```\n\n---\n\n## MiniUzi.tscn (reference)\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scenes/weapons/csharp/MiniUzi.tscn`\n\n```\n[node name=\"MiniUzi\" type=\"Node2D\"]\nBulletSpawnOffset = 35.0\n\n[node name=\"MiniUziSprite\" type=\"Sprite2D\" parent=\".\"]\nz_index = 1\ntexture = ExtResource(\"5_sprite\")\noffset = Vector2(15, 0)\n```\n\nKey sprite properties:\n- **scale**: not set (defaults to `Vector2(1, 1)`)\n- **offset**: `Vector2(15, 0)`\n- **position**: not set (defaults to `Vector2(0, 0)`)\n- **BulletSpawnOffset**: `35.0`\n\n---\n\n## Shotgun.tscn (reference)\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scenes/weapons/csharp/Shotgun.tscn`\n\n```\n[node name=\"Shotgun\" type=\"Node2D\"]\nBulletSpawnOffset = 52.0\n\n[node name=\"ShotgunSprite\" type=\"Sprite2D\" parent=\".\"]\nz_index = 1\ntexture = ExtResource(\"5_shotgun_sprite\")\noffset = Vector2(20, 0)\n\n[node name=\"PumpSprite\" type=\"Sprite2D\" parent=\"ShotgunSprite\"]\nz_index = -1\nposition = Vector2(30, 0)\ntexture = ExtResource(\"7_pump_sprite\")\n```\n\nKey sprite properties:\n- **scale**: not set (defaults to `Vector2(1, 1)`)\n- **offset**: `Vector2(20, 0)` (larger than pistol/uzi since the shotgun barrel is longer)\n- **BulletSpawnOffset**: `52.0` (further out to match the longer barrel)\n- Has a child **PumpSprite** at `position = Vector2(30, 0)`\n\n---\n\n## Summary comparison table\n\n| Property | MakarovPM (main) | MakarovPM (branch) | MiniUzi | Shotgun |\n|---------------------|-------------------|---------------------|---------------|-----------------|\n| Sprite offset | `(15, 0)` | `(15, 0)` | `(15, 0)` | `(20, 0)` |\n| Sprite scale | *(default 1,1)* | **`(0.7, 0.7)`** | *(default 1,1)* | *(default 1,1)* |\n| Sprite position | *(default 0,0)* | *(default 0,0)* | *(default 0,0)* | *(default 0,0)* |\n| BulletSpawnOffset | `34.0` | **`35.0`** | `35.0` | `52.0` |\n\nThe current branch makes the MakarovPM sprite 30% smaller (`scale = 0.7`) and nudges the `BulletSpawnOffset` from `34.0` to `35.0` to match the MiniUzi exactly. Neither the MiniUzi nor the Shotgun have any explicit scale set on their sprites, so the Makarov is now the only weapon with a non-default scale."
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[2026-02-07T18:22:54.370Z] [INFO] {
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"text": "Perfect! Now I have a comprehensive view of the debug system. Let me compile my findings:\n\n## Summary: Debug Overlay/HUD System\n\nBased on my search of the codebase, here's how the debug display system works:\n\n### 1. **Enemy Debug Label Display**\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scripts/objects/enemy.gd`\n\n- **Label Node:** `DebugLabel` - a Label UI element defined in the Enemy scene (line 84-91 of Enemy.tscn)\n- **Control:**\n - **Variable:** `debug_label_enabled` (line 67) - boolean export variable\n - **Toggling:** Connected to GameManager's `debug_mode_toggled` signal (lines 786-790)\n - **Method:** `_on_debug_mode_toggled(enabled: bool)` (lines 793-796) - called when F7 is pressed\n - **Update method:** `_update_debug_label()` (lines 4536-4559) - renders the debug text\n\n**What's Displayed:**\n- Current AI state (e.g., \"COMBAT\", \"PURSUING\", \"FLANKING\", \"IN_COVER\", etc.)\n- State-specific info based on current behavior:\n - For RETREATING: Retreat mode\n - For ASSAULT: \"RUSHING\" or countdown timer\n - For COMBAT: Exposure/seek shot info with timers\n - For PURSUING/FLANKING: Movement status with timers\n- Memory confidence percentage and behavior mode (if enemy has detected player)\n- Player prediction debug info (if prediction component is active)\n\n**Scene Definition:** `/tmp/gh-issue-solver-1770488370550/scenes/objects/Enemy.tscn` (lines 84-91)\n- Label positioned at offset (-50, -50) to (50, -30) - above the enemy\n- Initially hidden (`visible = false`)\n- Center-aligned horizontally and vertically\n\n### 2. **Enemy Visual Debug Drawings**\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scripts/objects/enemy.gd`\n\n**Method:** `_draw()` (lines 4607-4699) - draws when `debug_label_enabled` is true\n\n**Visual Elements Drawn:**\n- **FOV Cone:** Semi-transparent cone showing field of vision (green if active, gray if disabled)\n- **Line to Player:** Red line when player is visible\n- **Bullet Spawn Point:** Green circle showing where bullets spawn (or red X if blocked)\n- **Cover Position:** Cyan line and circle\n- **Clear Shot Target:** Yellow triangle\n- **Pursuit Cover:** Orange circle and line\n- **Flank Target:** Magenta diamond and line\n- **Enemy Memory:** Yellow-orange circle showing suspected player position with confidence-based radius\n\n### 3. **Toggle Mechanism**\n\n**Primary Toggle:**\n- **Key:** F7 (toggles debug mode on/off)\n- **Function in GameManager:** `toggle_debug_mode()` (lines 148-155 in game_manager.gd)\n- **Flow:**\n 1. F7 key pressed → `GameManager._input()` detects KEY_F7 (line 87-88)\n 2. Calls `toggle_debug_mode()` → emits `debug_mode_toggled` signal\n 3. Signal received by all enemies via `_on_debug_mode_toggled()`\n 4. Enemy updates `debug_label_enabled` and calls `_update_debug_label()` + `queue_redraw()`\n\n**Menu Toggle:**\n- **File:** `/tmp/gh-issue-solver-1770488370550/scripts/ui/experimental_menu.gd`\n- **Checkbox:** `DebugModeCheckbox` (line 15)\n- **Handler:** `_on_debug_mode_toggled()` (lines 96-106)\n- Updates both ExperimentalSettings and GameManager to emit signal to all enemies\n\n### 4. **ExperimentalSettings Storage**\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scripts/autoload/experimental_settings.gd`\n\n- **Variable:** `debug_mode_enabled` (line 30)\n- **Getter:** `is_debug_mode_enabled()` (lines 106-107)\n- **Setter:** `set_debug_mode_enabled(enabled: bool)` (lines 97-102)\n- **Persistence:** Settings saved to `user://experimental_settings.cfg`\n\n### 5. **Player Debug Display**\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scripts/characters/player.gd`\n\n**Grenade Trajectory Visualization:**\n- **Variable:** `_debug_mode_enabled` (line 184)\n- **Method:** `_draw()` (lines 2351-2437)\n- **Behavior:**\n - Simple grenade mode: Always shows semi-transparent trajectory arc\n - Complex grenade mode: Only shows trajectory if debug mode (F7) is enabled\n - Shows arc path, landing zone, blast radius, and wall bounces (for flashbangs)\n - Color difference: bright colors in debug mode, subtle in simple mode\n\n### 6. **Related Keyboard Shortcuts**\n\n| Key | Function | File |\n|-----|----------|------|\n| F7 | Toggle debug mode (shows enemy AI state labels + visuals) | game_manager.gd:87-88 |\n| F6 | Toggle invincibility mode (player takes no damage) | game_manager.gd:84-85 |\n| Q | Quick restart scene | game_manager.gd:81-82 |\n\nAll file paths are absolute:\n- `/tmp/gh-issue-solver-1770488370550/scripts/objects/enemy.gd` (main debug display logic)\n- `/tmp/gh-issue-solver-1770488370550/scripts/autoload/game_manager.gd` (toggle control)\n- `/tmp/gh-issue-solver-1770488370550/scripts/autoload/experimental_settings.gd` (persistence)\n- `/tmp/gh-issue-solver-1770488370550/scripts/ui/experimental_menu.gd` (UI menu)\n- `/tmp/gh-issue-solver-1770488370550/scenes/objects/Enemy.tscn` (DebugLabel node definition)"
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"prompt": "Search the codebase at /tmp/gh-issue-solver-1770488370550 for the debug overlay/HUD system. I need to find:\n\n1. How the debug display works in the game (what Label or RichTextLabel shows debug info)\n2. Where debug info like player position, health, FPS etc. is displayed on screen\n3. Any ExperimentalSettings or debug panel code\n\nLook in:\n- Scripts/UI/ or scripts/ui/\n- Scripts/ for any debug display code\n- scenes/ for any debug overlay scenes\n- Any file containing \"debug\" in combination with \"Label\", \"overlay\", \"panel\", \"HUD\", \"display\"\n\nReturn the file paths, relevant line numbers, and a summary of how the debug display system works.",
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"text": "Perfect! Now I have a comprehensive view of the debug system. Let me compile my findings:\n\n## Summary: Debug Overlay/HUD System\n\nBased on my search of the codebase, here's how the debug display system works:\n\n### 1. **Enemy Debug Label Display**\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scripts/objects/enemy.gd`\n\n- **Label Node:** `DebugLabel` - a Label UI element defined in the Enemy scene (line 84-91 of Enemy.tscn)\n- **Control:**\n - **Variable:** `debug_label_enabled` (line 67) - boolean export variable\n - **Toggling:** Connected to GameManager's `debug_mode_toggled` signal (lines 786-790)\n - **Method:** `_on_debug_mode_toggled(enabled: bool)` (lines 793-796) - called when F7 is pressed\n - **Update method:** `_update_debug_label()` (lines 4536-4559) - renders the debug text\n\n**What's Displayed:**\n- Current AI state (e.g., \"COMBAT\", \"PURSUING\", \"FLANKING\", \"IN_COVER\", etc.)\n- State-specific info based on current behavior:\n - For RETREATING: Retreat mode\n - For ASSAULT: \"RUSHING\" or countdown timer\n - For COMBAT: Exposure/seek shot info with timers\n - For PURSUING/FLANKING: Movement status with timers\n- Memory confidence percentage and behavior mode (if enemy has detected player)\n- Player prediction debug info (if prediction component is active)\n\n**Scene Definition:** `/tmp/gh-issue-solver-1770488370550/scenes/objects/Enemy.tscn` (lines 84-91)\n- Label positioned at offset (-50, -50) to (50, -30) - above the enemy\n- Initially hidden (`visible = false`)\n- Center-aligned horizontally and vertically\n\n### 2. **Enemy Visual Debug Drawings**\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scripts/objects/enemy.gd`\n\n**Method:** `_draw()` (lines 4607-4699) - draws when `debug_label_enabled` is true\n\n**Visual Elements Drawn:**\n- **FOV Cone:** Semi-transparent cone showing field of vision (green if active, gray if disabled)\n- **Line to Player:** Red line when player is visible\n- **Bullet Spawn Point:** Green circle showing where bullets spawn (or red X if blocked)\n- **Cover Position:** Cyan line and circle\n- **Clear Shot Target:** Yellow triangle\n- **Pursuit Cover:** Orange circle and line\n- **Flank Target:** Magenta diamond and line\n- **Enemy Memory:** Yellow-orange circle showing suspected player position with confidence-based radius\n\n### 3. **Toggle Mechanism**\n\n**Primary Toggle:**\n- **Key:** F7 (toggles debug mode on/off)\n- **Function in GameManager:** `toggle_debug_mode()` (lines 148-155 in game_manager.gd)\n- **Flow:**\n 1. F7 key pressed → `GameManager._input()` detects KEY_F7 (line 87-88)\n 2. Calls `toggle_debug_mode()` → emits `debug_mode_toggled` signal\n 3. Signal received by all enemies via `_on_debug_mode_toggled()`\n 4. Enemy updates `debug_label_enabled` and calls `_update_debug_label()` + `queue_redraw()`\n\n**Menu Toggle:**\n- **File:** `/tmp/gh-issue-solver-1770488370550/scripts/ui/experimental_menu.gd`\n- **Checkbox:** `DebugModeCheckbox` (line 15)\n- **Handler:** `_on_debug_mode_toggled()` (lines 96-106)\n- Updates both ExperimentalSettings and GameManager to emit signal to all enemies\n\n### 4. **ExperimentalSettings Storage**\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scripts/autoload/experimental_settings.gd`\n\n- **Variable:** `debug_mode_enabled` (line 30)\n- **Getter:** `is_debug_mode_enabled()` (lines 106-107)\n- **Setter:** `set_debug_mode_enabled(enabled: bool)` (lines 97-102)\n- **Persistence:** Settings saved to `user://experimental_settings.cfg`\n\n### 5. **Player Debug Display**\n\n**File:** `/tmp/gh-issue-solver-1770488370550/scripts/characters/player.gd`\n\n**Grenade Trajectory Visualization:**\n- **Variable:** `_debug_mode_enabled` (line 184)\n- **Method:** `_draw()` (lines 2351-2437)\n- **Behavior:**\n - Simple grenade mode: Always shows semi-transparent trajectory arc\n - Complex grenade mode: Only shows trajectory if debug mode (F7) is enabled\n - Shows arc path, landing zone, blast radius, and wall bounces (for flashbangs)\n - Color difference: bright colors in debug mode, subtle in simple mode\n\n### 6. **Related Keyboard Shortcuts**\n\n| Key | Function | File |\n|-----|----------|------|\n| F7 | Toggle debug mode (shows enemy AI state labels + visuals) | game_manager.gd:87-88 |\n| F6 | Toggle invincibility mode (player takes no damage) | game_manager.gd:84-85 |\n| Q | Quick restart scene | game_manager.gd:81-82 |\n\nAll file paths are absolute:\n- `/tmp/gh-issue-solver-1770488370550/scripts/objects/enemy.gd` (main debug display logic)\n- `/tmp/gh-issue-solver-1770488370550/scripts/autoload/game_manager.gd` (toggle control)\n- `/tmp/gh-issue-solver-1770488370550/scripts/autoload/experimental_settings.gd` (persistence)\n- `/tmp/gh-issue-solver-1770488370550/scripts/ui/experimental_menu.gd` (UI menu)\n- `/tmp/gh-issue-solver-1770488370550/scenes/objects/Enemy.tscn` (DebugLabel node definition)"
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[2026-02-07T18:23:03.937Z] [INFO] {
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"text": "Excellent. Now I have a clear picture. Let me update the todo list and start implementing the fixes.\n\n**Summary of what needs to be done:**\n\n1. **Revert pistol to main** — remove the `scale = Vector2(0.7, 0.7)` and revert `BulletSpawnOffset` from 35.0 back to 34.0. The offset `Vector2(15, 0)` is the same on main, so that stays.\n\n2. **Fix stun visibility** — The stun IS working (code is correct, logs prove it), but the player can't tell because:\n - They often die before the stun ends (invincibility is OFF)\n - There's no visual feedback — they need a debug indicator showing \"STUNNED\" on screen\n \n3. **Add stun to debug display** — The debug system uses F7 toggle. Currently only enemies have DebugLabels. I need to add a stun status indicator to the player that's visible when debug mode is on (or always visible as a player status effect).\n\n4. **Possibly increase stun duration** — Currently 500ms. The owner says \"either doesn't work or too short.\" Since it IS working, let's make it more noticeable with a longer duration and visual indicator."
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[2026-02-07T18:23:09.526Z] [INFO] {
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{
"content": "Download game_log_20260207_211706.txt and analyze stun behavior",
"status": "completed",
"activeForm": "Downloading and analyzing game log"
},
{
"content": "Revert pistol model and positioning to match main branch (remove scale 0.7 and revert BulletSpawnOffset 35->34)",
"status": "in_progress",
"activeForm": "Reverting pistol model and positioning to main"
},
{
"content": "Add stun status display to player debug overlay (visible text when stunned)",
"status": "pending",
"activeForm": "Adding stun status to player debug overlay"
},
{
"content": "Increase stun duration (500ms -> 1000ms) for perceptible effect",
"status": "pending",
"activeForm": "Increasing stun duration"
},
{
"content": "Run CI checks and verify all tests pass",
"status": "pending",
"activeForm": "Running CI checks"
},
{
"content": "Update PR description and case study with new log and analysis",
"status": "pending",
"activeForm": "Updating PR description and case study"
},
{
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"status": "pending",
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id=\"8_right_arm\"]\n 11→[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n 12→[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"10_bloody_feet\"]\n 13→\n 14→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\n 15→radius = 16.0\n 16→\n 17→[sub_resource type=\"OccluderPolygon2D\" id=\"OccluderPolygon2D_player\"]\n 18→polygon = PackedVector2Array(16, 0, 13.86, 8, 8, 13.86, 0, 16, -8, 13.86, -13.86, 8, -16, 0, -13.86, -8, -8, -13.86, 0, -16, 8, -13.86, 13.86, -8)\n 19→\n 20→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\n 21→radius = 150.0\n 22→\n 23→[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_casing_pusher\"]\n 24→radius = 20.0\n 25→\n 26→[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\n 27→collision_layer = 1\n 28→collision_mask = 4\n 29→script = ExtResource(\"1_player\")\n 30→MaxSpeed = 330.0\n 31→\n 32→[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 33→shape = SubResource(\"CircleShape2D_player\")\n 34→\n 35→[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n 36→\n 37→[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 38→z_index = 1\n 39→position = Vector2(-4, 0)\n 40→texture = ExtResource(\"5_body\")\n 41→\n 42→[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 43→z_index = 4\n 44→position = Vector2(24, 6)\n 45→texture = ExtResource(\"7_left_arm\")\n 46→\n 47→[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 48→z_index = 4\n 49→position = Vector2(-2, 6)\n 50→texture = ExtResource(\"8_right_arm\")\n 51→\n 52→[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 53→z_index = 5\n 54→position = Vector2(-2, 6)\n 55→modulate = Color(2, 0.3, 0.3, 1)\n 56→texture = ExtResource(\"9_armband\")\n 57→\n 58→[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 59→z_index = 3\n 60→position = Vector2(-6, -2)\n 61→texture = ExtResource(\"6_head\")\n 62→\n 63→[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\n 64→position = Vector2(6, 6)\n 65→\n 66→[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n 67→process_callback = 0\n 68→limit_left = 0\n 69→limit_top = 0\n 70→limit_right = 4128\n 71→limit_bottom = 3088\n 72→limit_smoothed = true\n 73→position_smoothing_enabled = true\n 74→position_smoothing_speed = 5.0\n 75→\n 76→[node name=\"MakarovPM\" parent=\".\" instance=ExtResource(\"2_makarov_pm\")]\n 77→position = Vector2(10, 6)\n 78→\n 79→[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\n 80→collision_layer = 1\n 81→collision_mask = 16\n 82→script = ExtResource(\"3_hit_area\")\n 83→\n 84→[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\n 85→shape = SubResource(\"CircleShape2D_player\")\n 86→\n 87→[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\n 88→collision_layer = 0\n 89→collision_mask = 16\n 90→monitorable = false\n 91→script = ExtResource(\"4_threat_sphere\")\n 92→threat_radius = 150.0\n 93→trajectory_tolerance_degrees = 15.0\n 94→\n 95→[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\n 96→shape = SubResource(\"CircleShape2D_threat\")\n 97→\n 98→[node name=\"CasingPusher\" type=\"Area2D\" parent=\".\"]\n 99→collision_layer = 0\n 100→collision_mask = 64\n 101→monitorable = false\n 102→\n 103→[node name=\"CasingPusherShape\" type=\"CollisionShape2D\" parent=\"CasingPusher\"]\n 104→shape = SubResource(\"CircleShape2D_casing_pusher\")\n 105→\n 106→[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\n 107→script = ExtResource(\"10_bloody_feet\")\n 108→blood_steps_count = 12\n 109→step_distance = 30.0\n 110→initial_alpha = 0.8\n 111→alpha_decay_rate = 0.06\n 112→footprint_scale = 0.72\n 113→debug_logging = false\n 114→\n 115→[node name=\"LightOccluder2D\" type=\"LightOccluder2D\" parent=\".\"]\n 116→occluder = SubResource(\"OccluderPolygon2D_player\")\n 117→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:23:37.447Z] [INFO] {
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[2026-02-07T18:23:44.466Z] [INFO] {
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"text": "Now I have the full picture. The enemy uses a `DebugLabel` (a `Label` node) that's shown/hidden based on debug mode. I'll add a similar approach for the player — a `Label` node above the player that shows \"STUNNED\" when the stun is active and debug mode is on.\n\nFor the **C# Player**, I'll:\n1. Add a `StunLabel` node to the Player.tscn scene\n2. In `Player.cs`, find/create the label reference and update it during `_PhysicsProcess`\n3. Show \"STUNNED (Xms)\" when stunned with debug mode on\n\nLet me also add visual feedback that's always visible (not just debug): a brief color modulation flash/tint during stun.\n\nLet me first add the Label to the Player scene, then add the C# code to manage it."
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"text": "Now I need to add the C# code in `Player.cs` to:\n1. Get a reference to the `StunLabel` node\n2. Update it each frame to show \"STUNNED (Xms remaining)\" when stunned and debug mode is on\n3. Increase stun duration\n\nLet me read the relevant sections of Player.cs to find where to add the label reference and the update code."
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"content": " 200→ private bool _isThrowRotating = false;\n 201→\n 202→ /// <summary>\n 203→ /// Whether debug mode is enabled (F7 toggle, shows grenade trajectory).\n 204→ /// </summary>\n 205→ private bool _debugModeEnabled = false;\n 206→\n 207→ /// <summary>\n 208→ /// Whether invincibility mode is enabled (F6 toggle, player takes no damage).\n 209→ /// </summary>\n 210→ private bool _invincibilityEnabled = false;\n 211→\n 212→ /// <summary>\n 213→ /// Whether the player is stunned (cannot move or shoot). Set on bullet hit (Issue #592).\n 214→ /// </summary>\n 215→ private bool _isStunned = false;\n 216→\n 217→ /// <summary>\n 218→ /// Remaining stun duration in seconds (Issue #592).\n 219→ /// </summary>\n 220→ private float _stunTimer = 0.0f;\n 221→\n 222→ /// <summary>\n 223→ /// Stun duration in seconds when hit by a bullet (Issue #592).\n 224→ /// </summary>\n 225→ private const float StunDuration = 0.5f;\n 226→\n 227→ /// <summary>\n 228→ /// Label for displaying invincibility mode indicator.\n 229→ /// </summary>\n 230→ private Label? _invincibilityLabel = null;\n 231→\n 232→ /// <summary>\n 233→ /// Target rotation for throw animation.\n 234→ /// </summary>\n 235→ private float _throwTargetRotation = 0.0f;\n 236→\n 237→ /// <summary>\n 238→ /// Time remaining for throw rotation to restore.\n 239→ /// </summary>\n 240→ private float _throwRotationRestoreTimer = 0.0f;\n 241→\n 242→ /// <summary>\n 243→ /// Duration of throw rotation animation.\n 244→ /// </summary>\n 245→ private const float ThrowRotationDuration = 0.15f;\n 246→\n 247→ #region Weapon Pose Detection\n 248→\n 249→ /// <summary>\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " private bool _isThrowRotating = false;\n\n /// <summary>\n /// Whether debug mode is enabled (F7 toggle, shows grenade trajectory).\n /// </summary>\n private bool _debugModeEnabled = false;\n\n /// <summary>\n /// Whether invincibility mode is enabled (F6 toggle, player takes no damage).\n /// </summary>\n private bool _invincibilityEnabled = false;\n\n /// <summary>\n /// Whether the player is stunned (cannot move or shoot). Set on bullet hit (Issue #592).\n /// </summary>\n private bool _isStunned = false;\n\n /// <summary>\n /// Remaining stun duration in seconds (Issue #592).\n /// </summary>\n private float _stunTimer = 0.0f;\n\n /// <summary>\n /// Stun duration in seconds when hit by a bullet (Issue #592).\n /// </summary>\n private const float StunDuration = 0.5f;\n\n /// <summary>\n /// Label for displaying invincibility mode indicator.\n /// </summary>\n private Label? _invincibilityLabel = null;\n\n /// <summary>\n /// Target rotation for throw animation.\n /// </summary>\n private float _throwTargetRotation = 0.0f;\n\n /// <summary>\n /// Time remaining for throw rotation to restore.\n /// </summary>\n private float _throwRotationRestoreTimer = 0.0f;\n\n /// <summary>\n /// Duration of throw rotation animation.\n /// </summary>\n private const float ThrowRotationDuration = 0.15f;\n\n #region Weapon Pose Detection\n\n /// <summary>",
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"text": "I see there's already an `_invincibilityLabel` — let me find how it's initialized and used as a pattern."
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"content": "225- private const float StunDuration = 0.5f;\n226-\n227- /// <summary>\n228- /// Label for displaying invincibility mode indicator.\n229- /// </summary>\n230: private Label? _invincibilityLabel = null;\n231-\n232- /// <summary>\n233- /// Target rotation for throw animation.\n234- /// </summary>\n235- private float _throwTargetRotation = 0.0f;\n--\n3811- /// Shows \"INVINCIBLE\" label when enabled, hides it when disabled.\n3812- /// </summary>\n3813- private void UpdateInvincibilityIndicator()\n3814- {\n3815- // Create label if it doesn't exist\n3816: if (_invincibilityLabel == null)\n3817- {\n3818: _invincibilityLabel = new Label();\n3819: _invincibilityLabel.Name = \"InvincibilityLabel\";\n3820: _invincibilityLabel.Text = \"БЕССМЕРТИЕ\";\n3821: _invincibilityLabel.HorizontalAlignment = HorizontalAlignment.Center;\n3822: _invincibilityLabel.VerticalAlignment = VerticalAlignment.Center;\n3823-\n3824- // Position above the player\n3825: _invincibilityLabel.Position = new Vector2(-60, -80);\n3826: _invincibilityLabel.Size = new Vector2(120, 30);\n3827-\n3828- / Style: bright yellow/gold color with outline for visibility\n3829: _invincibilityLabel.AddThemeColorOverride(\"font_color\", new Color(1.0f, 0.9f, 0.2f, 1.0f));\n3830: _invincibilityLabel.AddThemeColorOverride(\"font_outline_color\", new Color(0.0f, 0.0f, 0.0f, 1.0f));\n3831: _invincibilityLabel.AddThemeFontSizeOverride(\"font_size\", 14);\n3832: _invincibilityLabel.AddThemeConstantOverride(\"outline_size\", 3);\n3833-\n3834: AddChild(_invincibilityLabel);\n3835- }\n3836-\n3837- // Show/hide based on invincibility state\n3838: _invincibilityLabel.Visible = _invincibilityEnabled;\n3839- }\n3840-\n3841- /// <summary>\n3842- /// Override _Draw to visualize grenade trajectory.\n3843- / In simple mode: Always shows trajectory preview (semi-transparent arc)."
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"content": "225- private const float StunDuration = 0.5f;\n226-\n227- /// <summary>\n228- /// Label for displaying invincibility mode indicator.\n229- /// </summary>\n230: private Label? _invincibilityLabel = null;\n231-\n232- /// <summary>\n233- /// Target rotation for throw animation.\n234- /// </summary>\n235- private float _throwTargetRotation = 0.0f;\n--\n3811- /// Shows \"INVINCIBLE\" label when enabled, hides it when disabled.\n3812- /// </summary>\n3813- private void UpdateInvincibilityIndicator()\n3814- {\n3815- // Create label if it doesn't exist\n3816: if (_invincibilityLabel == null)\n3817- {\n3818: _invincibilityLabel = new Label();\n3819: _invincibilityLabel.Name = \"InvincibilityLabel\";\n3820: _invincibilityLabel.Text = \"БЕССМЕРТИЕ\";\n3821: _invincibilityLabel.HorizontalAlignment = HorizontalAlignment.Center;\n3822: _invincibilityLabel.VerticalAlignment = VerticalAlignment.Center;\n3823-\n3824- // Position above the player\n3825: _invincibilityLabel.Position = new Vector2(-60, -80);\n3826: _invincibilityLabel.Size = new Vector2(120, 30);\n3827-\n3828- / Style: bright yellow/gold color with outline for visibility\n3829: _invincibilityLabel.AddThemeColorOverride(\"font_color\", new Color(1.0f, 0.9f, 0.2f, 1.0f));\n3830: _invincibilityLabel.AddThemeColorOverride(\"font_outline_color\", new Color(0.0f, 0.0f, 0.0f, 1.0f));\n3831: _invincibilityLabel.AddThemeFontSizeOverride(\"font_size\", 14);\n3832: _invincibilityLabel.AddThemeConstantOverride(\"outline_size\", 3);\n3833-\n3834: AddChild(_invincibilityLabel);\n3835- }\n3836-\n3837- // Show/hide based on invincibility state\n3838: _invincibilityLabel.Visible = _invincibilityEnabled;\n3839- }\n3840-\n3841- /// <summary>\n3842- /// Override _Draw to visualize grenade trajectory.\n3843- / In simple mode: Always shows trajectory preview (semi-transparent arc).",
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"text": "I see the pattern. The invincibility label is created dynamically in C# code and positioned above the player. I'll follow a similar pattern for the stun label, but instead of adding a scene node, I'll create it in code like the invincibility label — this is cleaner and doesn't require scene file changes.\n\nLet me revert the scene change and instead do it all in code:"
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[2026-02-07T18:24:02.782Z] [INFO] {
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"newString": "[node name=\"LightOccluder2D\" type=\"LightOccluder2D\" parent=\".\"]\noccluder = SubResource(\"OccluderPolygon2D_player\")",
"originalFile": "[gd_scene load_steps=16 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://dp7m4k9r3p5q9\" path=\"res://scenes/weapons/csharp/MakarovPM.tscn\" id=\"2_makarov_pm\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"10_bloody_feet\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\nradius = 16.0\n\n[sub_resource type=\"OccluderPolygon2D\" id=\"OccluderPolygon2D_player\"]\npolygon = PackedVector2Array(16, 0, 13.86, 8, 8, 13.86, 0, 16, -8, 13.86, -13.86, 8, -16, 0, -13.86, -8, -8, -13.86, 0, -16, 8, -13.86, 13.86, -8)\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\nradius = 150.0\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_casing_pusher\"]\nradius = 20.0\n\n[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\ncollision_layer = 1\ncollision_mask = 4\nscript = ExtResource(\"1_player\")\nMaxSpeed = 330.0\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 1\nposition = Vector2(-4, 0)\ntexture = ExtResource(\"5_body\")\n\n[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(24, 6)\ntexture = ExtResource(\"7_left_arm\")\n\n[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(-2, 6)\ntexture = ExtResource(\"8_right_arm\")\n\n[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 5\nposition = Vector2(-2, 6)\nmodulate = Color(2, 0.3, 0.3, 1)\ntexture = ExtResource(\"9_armband\")\n\n[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 3\nposition = Vector2(-6, -2)\ntexture = ExtResource(\"6_head\")\n\n[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\nposition = Vector2(6, 6)\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nprocess_callback = 0\nlimit_left = 0\nlimit_top = 0\nlimit_right = 4128\nlimit_bottom = 3088\nlimit_smoothed = true\nposition_smoothing_enabled = true\nposition_smoothing_speed = 5.0\n\n[node name=\"MakarovPM\" parent=\".\" instance=ExtResource(\"2_makarov_pm\")]\nposition = Vector2(10, 6)\n\n[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 1\ncollision_mask = 16\nscript = ExtResource(\"3_hit_area\")\n\n[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 0\ncollision_mask = 16\nmonitorable = false\nscript = ExtResource(\"4_threat_sphere\")\nthreat_radius = 150.0\ntrajectory_tolerance_degrees = 15.0\n\n[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\nshape = SubResource(\"CircleShape2D_threat\")\n\n[node name=\"CasingPusher\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 0\ncollision_mask = 64\nmonitorable = false\n\n[node name=\"CasingPusherShape\" type=\"CollisionShape2D\" parent=\"CasingPusher\"]\nshape = SubResource(\"CircleShape2D_casing_pusher\")\n\n[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"10_bloody_feet\")\nblood_steps_count = 12\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.06\nfootprint_scale = 0.72\ndebug_logging = false\n\n[node name=\"StunLabel\" type=\"Label\" parent=\".\"]\nvisible = false\noffset_left = -40.0\noffset_top = -45.0\noffset_right = 40.0\noffset_bottom = -25.0\nhorizontal_alignment = 1\nvertical_alignment = 1\n\n[node name=\"LightOccluder2D\" type=\"LightOccluder2D\" parent=\".\"]\noccluder = SubResource(\"OccluderPolygon2D_player\")\n",
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[2026-02-07T18:24:08.192Z] [INFO] {
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"text": "Good, scene is clean. Now let me add the stun label and increase stun duration in Player.cs. I need to:\n\n1. Add `_stunLabel` field declaration near `_invincibilityLabel`\n2. Increase `StunDuration` from 0.5f to 1.0f (1 second — doubled, should be very noticeable)\n3. Add `UpdateStunIndicator()` method (following the invincibility label pattern)\n4. Call `UpdateStunIndicator()` in `_PhysicsProcess` after the stun timer update\n\nLet me also do the same in `player.gd` for GDScript consistency."
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[2026-02-07T18:24:10.323Z] [INFO] {
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"old_string": " private const float StunDuration = 0.5f;\n\n /// <summary>\n /// Label for displaying invincibility mode indicator.\n /// </summary>\n private Label? _invincibilityLabel = null;",
"new_string": " private const float StunDuration = 1.0f;\n\n /// <summary>\n /// Label for displaying stun status indicator (Issue #592).\n /// </summary>\n private Label? _stunLabel = null;\n\n /// <summary>\n /// Label for displaying invincibility mode indicator.\n /// </summary>\n private Label? _invincibilityLabel = null;"
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[2026-02-07T18:24:10.341Z] [INFO] {
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"oldString": " private const float StunDuration = 0.5f;\n\n /// <summary>\n /// Label for displaying invincibility mode indicator.\n /// </summary>\n private Label? _invincibilityLabel = null;",
"newString": " private const float StunDuration = 1.0f;\n\n /// <summary>\n /// Label for displaying stun status indicator (Issue #592).\n /// </summary>\n private Label? _stunLabel = null;\n\n /// <summary>\n /// Label for displaying invincibility mode indicator.\n /// </summary>\n private Label? _invincibilityLabel = null;",
"originalFile": "using Godot;\nusing System;\nusing System.Collections.Generic;\nusing GodotTopDownTemplate.AbstractClasses;\nusing GodotTopDownTemplate.Weapons;\nusing GodotTopdown.Scripts.Projectiles;\n\nnamespace GodotTopDownTemplate.Characters;\n\n/// <summary>\n/// Player character controller for top-down movement and shooting.\n/// Uses physics-based movement with acceleration and friction for smooth control.\n/// Supports WASD and arrow key input via configured input actions.\n/// Shoots bullets towards the mouse cursor on left mouse button.\n/// Supports both automatic (hold to fire) and semi-automatic (click per shot) weapons.\n/// Uses R-F-R key sequence for instant reload (press R, then F, then R again).\n/// Grenade throwing: G+RMB drag right → hold G+RMB → release G → drag and release RMB to throw.\n/// </summary>\npublic partial class Player : BaseCharacter\n{\n /// <summary>\n /// Bullet scene to instantiate when shooting.\n /// </summary>\n [Export]\n public PackedScene? BulletScene { get; set; }\n\n /// <summary>\n /// Offset from player center for bullet spawn position.\n /// </summary>\n [Export]\n public float BulletSpawnOffset { get; set; } = 20.0f;\n\n /// <summary>\n /// Reference to the player's current weapon (optional, for weapon system).\n /// </summary>\n [Export]\n public BaseWeapon? CurrentWeapon { get; set; }\n\n /// <summary>\n /// Color when at full health.\n /// </summary>\n [Export]\n public Color FullHealthColor { get; set; } = new Color(0.2f, 0.6f, 1.0f, 1.0f);\n\n /// <summary>\n /// Color when at low health (interpolates based on health percentage).\n /// </summary>\n [Export]\n public Color LowHealthColor { get; set; } = new Color(0.1f, 0.2f, 0.4f, 1.0f);\n\n /// <summary>\n /// Color to flash when hit.\n /// </summary>\n [Export]\n public Color HitFlashColor { get; set; } = new Color(1.0f, 0.3f, 0.3f, 1.0f);\n\n /// <summary>\n /// Duration of hit flash effect in seconds.\n /// </summary>\n [Export]\n public float HitFlashDuration { get; set; } = 0.1f;\n\n /// <summary>\n /// Grenade scene to instantiate when throwing.\n /// </summary>\n [Export]\n public PackedScene? GrenadeScene { get; set; }\n\n /// <summary>\n /// Maximum number of grenades the player can carry.\n /// </summary>\n [Export]\n public int MaxGrenades { get; set; } = 3;\n\n /// <summary>\n /// Reference to the player model node containing all sprites.\n /// </summary>\n private Node2D? _playerModel;\n\n /// <summary>\n /// References to individual sprite parts for color changes.\n /// </summary>\n private Sprite2D? _bodySprite;\n private Sprite2D? _headSprite;\n private Sprite2D? _leftArmSprite;\n private Sprite2D? _rightArmSprite;\n\n /// <summary>\n /// Legacy reference for compatibility (points to body sprite).\n /// </summary>\n private Sprite2D? _sprite;\n\n /// <summary>\n /// Reference to the CasingPusher Area2D for detecting shell casings (Issue #392).\n /// </summary>\n private Area2D? _casingPusher;\n\n /// <summary>\n /// Force to apply to casings when pushed by player walking over them (Issue #392, #424).\n /// Reduced by 2.5x from 50.0 to 20.0 for Issue #424.\n /// </summary>\n private const float CasingPushForce = 20.0f;\n\n /// <summary>\n /// List of casings currently overlapping with the CasingPusher Area2D (Issue #392 Iteration 8).\n /// Uses signal-based tracking for reliable detection from all directions.\n /// </summary>\n private readonly System.Collections.Generic.List<RigidBody2D> _overlappingCasings = new();\n\n /// <summary>\n /// Current step in the reload sequence (0 = waiting for R, 1 = waiting for F, 2 = waiting for R).\n /// </summary>\n private int _reloadSequenceStep = 0;\n\n /// <summary>\n /// Whether the player is currently in a reload sequence.\n /// </summary>\n private bool _isReloadingSequence = false;\n\n /// <summary>\n /// Tracks ammo count when reload sequence started (at step 1 after R pressed).\n /// Used to determine if there was a bullet in the chamber.\n /// </summary>\n private int _ammoAtReloadStart = 0;\n\n /// <summary>\n /// Current number of grenades.\n /// </summary>\n private int _currentGrenades = 3;\n\n /// <summary>\n /// Whether the player is on the tutorial level (infinite grenades).\n /// </summary>\n private bool _isTutorialLevel = false;\n\n /// <summary>\n /// Grenade state machine states.\n /// 2-step mechanic:\n /// Step 1: G + RMB drag right → timer starts (pin pulled)\n /// Step 2: Hold G → press+hold RMB → release G → ready to throw (only RMB held)\n /// Step 3: Drag and release RMB → throw grenade\n /// </summary>\n private enum GrenadeState\n {\n Idle, // No grenade action\n TimerStarted, // Step 1 complete - grenade timer running, G held, waiting for RMB\n WaitingForGRelease, // Step 2 in progress - G+RMB held, waiting for G release\n Aiming, // Step 2 complete - only RMB held, waiting for drag and release to throw\n SimpleAiming // Simple mode: RMB held, showing trajectory preview\n }\n\n /// <summary>\n /// Current grenade state.\n /// </summary>\n private GrenadeState _grenadeState = GrenadeState.Idle;\n\n /// <summary>\n /// Active grenade instance (created when timer starts).\n /// </summary>\n private RigidBody2D? _activeGrenade = null;\n\n /// <summary>\n /// Position where the grenade throw drag started.\n /// </summary>\n private Vector2 _grenadeDragStart = Vector2.Zero;\n\n /// <summary>\n /// Whether the grenade throw drag is active (for step 1).\n /// </summary>\n private bool _grenadeDragActive = false;\n\n /// <summary>\n /// Minimum drag distance to confirm step 1 (in pixels).\n /// </summary>\n private const float MinDragDistanceForStep1 = 30.0f;\n\n /// <summary>\n /// Position where aiming started (for simple mode trajectory).\n /// </summary>\n private Vector2 _aimDragStart = Vector2.Zero;\n\n /// <summary>\n /// Timestamp when grenade timer was started.\n /// </summary>\n private double _grenadeTimerStartTime = 0.0;\n\n /// <summary>\n /// Whether player is currently preparing to throw a grenade (for animations).\n /// </summary>\n private bool _isPreparingGrenade = false;\n\n /// <summary>\n /// Player's rotation before throw (to restore after throw animation).\n /// </summary>\n private float _playerRotationBeforeThrow = 0.0f;\n\n /// <summary>\n /// Whether player is in throw rotation animation.\n /// </summary>\n private bool _isThrowRotating = false;\n\n /// <summary>\n /// Whether debug mode is enabled (F7 toggle, shows grenade trajectory).\n /// </summary>\n private bool _debugModeEnabled = false;\n\n /// <summary>\n /// Whether invincibility mode is enabled (F6 toggle, player takes no damage).\n /// </summary>\n private bool _invincibilityEnabled = false;\n\n /// <summary>\n /// Whether the player is stunned (cannot move or shoot). Set on bullet hit (Issue #592).\n /// </summary>\n private bool _isStunned = false;\n\n /// <summary>\n /// Remaining stun duration in seconds (Issue #592).\n /// </summary>\n private float _stunTimer = 0.0f;\n\n /// <summary>\n /// Stun duration in seconds when hit by a bullet (Issue #592).\n /// </summary>\n private const float StunDuration = 0.5f;\n\n /// <summary>\n /// Label for displaying invincibility mode indicator.\n /// </summary>\n private Label? _invincibilityLabel = null;\n\n /// <summary>\n /// Target rotation for throw animation.\n /// </summary>\n private float _throwTargetRotation = 0.0f;\n\n /// <summary>\n /// Time remaining for throw rotation to restore.\n /// </summary>\n private float _throwRotationRestoreTimer = 0.0f;\n\n /// <summary>\n /// Duration of throw rotation animation.\n /// </summary>\n private const float ThrowRotationDuration = 0.15f;\n\n #region Weapon Pose Detection\n\n /// <summary>\n /// Weapon types for arm positioning.\n /// </summary>\n private enum WeaponType\n {\n Rifle, // Default - extended grip (e.g., AssaultRifle)\n SMG, // Compact grip (e.g., MiniUzi)\n Shotgun, // Similar to rifle but slightly tighter\n Pistol, // Compact one-handed/two-handed pistol grip (e.g., SilencedPistol)\n Sniper // Extended heavy grip (e.g., ASVK SniperRifle)\n }\n\n /// <summary>\n /// Currently detected weapon type.\n /// </summary>\n private WeaponType _currentWeaponType = WeaponType.Rifle;\n\n /// <summary>\n /// Whether weapon pose has been detected and applied.\n /// </summary>\n private bool _weaponPoseApplied = false;\n\n /// <summary>\n /// Frame counter for delayed weapon pose detection.\n /// Weapons are added by level scripts AFTER player's _Ready() completes.\n /// </summary>\n private int _weaponDetectFrameCount = 0;\n\n /// <summary>\n /// Number of frames to wait before detecting weapon pose.\n /// This ensures level scripts have finished adding weapons.\n /// </summary>\n private const int WeaponDetectWaitFrames = 3;\n\n /// <summary>\n /// Arm position offset for SMG weapons - left arm moves back toward body.\n /// UZI and similar compact SMGs should have the left arm closer to the body\n /// for a proper two-handed compact grip.\n /// </summary>\n private static readonly Vector2 SmgLeftArmOffset = new Vector2(-10, 0);\n\n /// <summary>\n /// Arm position offset for SMG weapons - right arm moves slightly forward.\n /// </summary>\n private static readonly Vector2 SmgRightArmOffset = new Vector2(3, 0);\n\n #endregion\n\n #region Walking Animation\n\n /// <summary>\n /// Walking animation speed multiplier - higher = faster leg cycle.\n /// </summary>\n [Export]\n public float WalkAnimSpeed { get; set; } = 12.0f;\n\n /// <summary>\n /// Scale multiplier for the player model (body, head, arms).\n /// Default is 1.3 to make the player slightly larger.\n /// </summary>\n [Export]\n public float PlayerModelScale { get; set; } = 1.3f;\n\n /// <summary>\n /// Walking animation intensity - higher = more pronounced movement.\n /// </summary>\n [Export]\n public float WalkAnimIntensity { get; set; } = 1.0f;\n\n /// <summary>\n /// Current walk animation time (accumulator for sine wave).\n /// </summary>\n private float _walkAnimTime = 0.0f;\n\n /// <summary>\n /// Whether the player is currently walking (for animation state).\n /// </summary>\n private bool _isWalking = false;\n\n /// <summary>\n /// Base positions for body parts (stored on ready for animation offsets).\n /// </summary>\n private Vector2 _baseBodyPos = Vector2.Zero;\n private Vector2 _baseHeadPos = Vector2.Zero;\n private Vector2 _baseLeftArmPos = Vector2.Zero;\n private Vector2 _baseRightArmPos = Vector2.Zero;\n\n #endregion\n\n #region Reload Animation System\n\n /// <summary>\n /// Animation phases for assault rifle reload sequence.\n /// Maps to the R-F-R input system for visual feedback.\n /// Three steps as requested:\n /// 1. Take magazine with left hand from chest\n /// 2. Insert magazine into rifle\n /// 3. Pull the bolt/charging handle\n /// </summary>\n private enum ReloadAnimPhase\n {\n None, // Normal arm positions (weapon held)\n GrabMagazine, // Step 1: Left hand moves to chest to grab new magazine\n InsertMagazine, // Step 2: Left hand brings magazine to weapon, inserts it\n PullBolt, // Step 3: Character pulls the charging handle\n ReturnIdle // Arms return to normal weapon-holding position\n }\n\n /// <summary>\n /// Current reload animation phase.\n /// </summary>\n private ReloadAnimPhase _reloadAnimPhase = ReloadAnimPhase.None;\n\n /// <summary>\n /// Reload animation phase timer for timed transitions.\n /// </summary>\n private float _reloadAnimTimer = 0.0f;\n\n /// <summary>\n /// Reload animation phase duration in seconds.\n /// </summary>\n private float _reloadAnimDuration = 0.0f;\n\n // Target positions for reload arm animations (relative offsets from base positions)\n // These are in local PlayerModel space\n // Base positions: LeftArm (24, 6), RightArm (-2, 6)\n // For reload, left arm goes to chest (vest/mag pouch area), then to weapon\n\n // Step 1: Grab magazine from chest - left arm moves toward body center\n // Base position: LeftArm (24, 6). We want target around (4, 2) = body/chest area\n // So offset should be (4-24, 2-6) = (-20, -4)\n // User feedback: previous -40 was too far (went behind back), -18 was not visible enough\n private static readonly Vector2 ReloadArmLeftGrab = new Vector2(-20, -4); // Left hand at chest/vest mag pouch (visible but not behind back)\n private static readonly Vector2 ReloadArmRightHold = new Vector2(0, 0); // Right hand stays on weapon grip\n\n // Step 2: Insert magazine - left arm moves to weapon magwell (at middle of weapon, not at the end)\n // Weapon length: ~40 pixels from center, magwell at middle\n // Base (24, 6), want target around (12, 6) = middle of weapon, so offset (-12, 0)\n private static readonly Vector2 ReloadArmLeftInsert = new Vector2(-12, 0); // Left hand at weapon magwell (middle of weapon)\n private static readonly Vector2 ReloadArmRightSteady = new Vector2(0, 2); // Right hand steadies weapon\n\n // Step 3: Pull bolt - right arm moves along rifle contour (back and forth motion)\n // The right hand should trace the rifle's right side: forward, then back to pull bolt, then release\n // Base RightArm (-2, 6). For dramatic motion: forward (+10, +2), back (-10, -4)\n private static readonly Vector2 ReloadArmLeftSupport = new Vector2(-10, 0); // Left hand holds near magwell\n private static readonly Vector2 ReloadArmRightBoltStart = new Vector2(10, 2); // Right hand at charging handle (forward on rifle)\n private static readonly Vector2 ReloadArmRightBoltPull = new Vector2(-12, -4); // Right hand pulls bolt back (toward player)\n private static readonly Vector2 ReloadArmRightBoltReturn = new Vector2(10, 2); // Right hand returns forward (bolt release)\n\n // Target rotations for reload arm animations (in degrees)\n private const float ReloadArmRotLeftGrab = -50.0f; // Arm rotation when grabbing mag from chest\n private const float ReloadArmRotRightHold = 0.0f; // Right arm steady during grab\n private const float ReloadArmRotLeftInsert = -15.0f; // Left arm rotation when inserting\n private const float ReloadArmRotRightSteady = 5.0f; // Slight tilt while steadying\n private const float ReloadArmRotLeftSupport = -10.0f; // Left arm on foregrip/magwell\n private const float ReloadArmRotRightBoltStart = -10.0f; // Right arm at bolt handle\n private const float ReloadArmRotRightBoltPull = -35.0f; // Right arm rotation when pulling bolt back\n private const float ReloadArmRotRightBoltReturn = -10.0f; // Right arm rotation when releasing bolt\n\n // Animation durations for each reload phase (in seconds)\n // INCREASED bolt durations for visible back-and-forth motion\n private const float ReloadAnimGrabDuration = 0.25f; // Time to grab magazine from chest\n private const float ReloadAnimInsertDuration = 0.3f; // Time to insert magazine\n private const float ReloadAnimBoltPullDuration = 0.35f; // Time to pull bolt back (increased for visibility)\n private const float ReloadAnimBoltReturnDuration = 0.25f; // Time for bolt to return forward (increased for visibility)\n private const float ReloadAnimReturnDuration = 0.2f; // Time to return to idle\n\n /// <summary>\n /// Sub-phase for bolt pull animation (0 = pulling, 1 = returning)\n /// </summary>\n private int _boltPullSubPhase = 0;\n\n #endregion\n\n #region Grenade Animation System\n\n /// <summary>\n /// Animation phases for grenade throwing sequence.\n /// Maps to the multi-step input system for visual feedback.\n /// </summary>\n private enum GrenadeAnimPhase\n {\n None, // Normal arm positions (walking/idle)\n GrabGrenade, // Left hand moves to chest to grab grenade\n PullPin, // Right hand pulls pin (quick snap animation)\n HandsApproach, // Right hand moves toward left hand\n Transfer, // Grenade transfers to right hand\n WindUp, // Dynamic wind-up based on drag\n Throw, // Throwing motion\n ReturnIdle // Arms return to normal positions\n }\n\n /// <summary>\n /// Current grenade animation phase.\n /// </summary>\n private GrenadeAnimPhase _grenadeAnimPhase = GrenadeAnimPhase.None;\n\n /// <summary>\n /// Animation phase timer for timed transitions.\n /// </summary>\n private float _grenadeAnimTimer = 0.0f;\n\n /// <summary>\n /// Animation phase duration in seconds.\n /// </summary>\n private float _grenadeAnimDuration = 0.0f;\n\n /// <summary>\n /// Current wind-up intensity (0.0 = no wind-up, 1.0 = maximum wind-up).\n /// </summary>\n private float _windUpIntensity = 0.0f;\n\n /// <summary>\n /// Previous mouse position for velocity calculation.\n /// </summary>\n private Vector2 _prevMousePos = Vector2.Zero;\n\n /// <summary>\n /// Mouse velocity history for smooth velocity calculation (stores last N velocities).\n /// Used to get stable velocity at moment of release.\n /// </summary>\n private List<Vector2> _mouseVelocityHistory = new List<Vector2>();\n\n /// <summary>\n /// Maximum number of velocity samples to keep in history.\n /// </summary>\n private const int MouseVelocityHistorySize = 5;\n\n /// <summary>\n /// Current calculated mouse velocity (pixels per second).\n /// </summary>\n private Vector2 _currentMouseVelocity = Vector2.Zero;\n\n /// <summary>\n /// Total swing distance traveled during aiming (for momentum transfer calculation).\n /// </summary>\n private float _totalSwingDistance = 0.0f;\n\n /// <summary>\n /// Previous frame time for delta calculation in velocity tracking.\n /// </summary>\n private double _prevFrameTime = 0.0;\n\n /// <summary>\n /// Whether weapon is in sling position (lowered for grenade handling).\n /// </summary>\n private bool _weaponSlung = false;\n\n /// <summary>\n /// Reference to weapon mount for sling animation.\n /// </summary>\n private Node2D? _weaponMount;\n\n /// <summary>\n /// Base weapon mount position (for sling animation).\n /// </summary>\n private Vector2 _baseWeaponMountPos = Vector2.Zero;\n\n /// <summary>\n /// Base weapon mount rotation (for sling animation).\n /// </summary>\n private float _baseWeaponMountRot = 0.0f;\n\n // Target positions for arm animations (relative offsets from base positions)\n // These are in local PlayerModel space\n // Base positions: LeftArm (24, 6), RightArm (-2, 6)\n // Body position: (-4, 0), so left shoulder area is approximately x=0 to x=5\n // To move left arm from x=24 to shoulder (x~5), we need offset of ~-20\n // During grenade operations, left arm should be BEHIND the body (toward shoulder)\n // not holding the weapon at the front\n private static readonly Vector2 ArmLeftChest = new Vector2(-15, 0); // Left hand moves back to chest/shoulder area to grab grenade\n private static readonly Vector2 ArmRightPin = new Vector2(2, -2); // Right hand slightly up for pin pull\n private static readonly Vector2 ArmLeftExtended = new Vector2(-10, 2); // Left hand at chest level with grenade (not extended forward)\n private static readonly Vector2 ArmRightApproach = new Vector2(4, 0); // Right hand approaching left\n private static readonly Vector2 ArmLeftTransfer = new Vector2(-12, 3); // Left hand drops back after transfer (clearly away from weapon)\n private static readonly Vector2 ArmRightHold = new Vector2(3, 1); // Right hand holding grenade\n private static readonly Vector2 ArmRightWindMin = new Vector2(4, 3); // Minimum wind-up position (arm back)\n private static readonly Vector2 ArmRightWindMax = new Vector2(8, 5); // Maximum wind-up position (arm further back)\n private static readonly Vector2 ArmRightThrow = new Vector2(-4, -2); // Throw follow-through (arm forward)\n private static readonly Vector2 ArmLeftRelaxed = new Vector2(-20, 2); // Left arm at shoulder/body - well away from weapon during wind-up/throw\n\n // Target rotations for arm animations (in degrees)\n // When left arm moves back to shoulder position, rotate to point \"down\" relative to body\n // This makes the arm look like it's hanging at the side rather than reaching forward\n private const float ArmRotGrab = -45.0f; // Arm rotation when grabbing at chest (points inward/down)\n private const float ArmRotPinPull = -15.0f; // Right arm rotation when pulling pin\n private const float ArmRotLeftAtChest = -30.0f; // Left arm rotation while holding grenade at chest\n private const float ArmRotWindMin = 15.0f; // Right arm minimum wind-up rotation\n private const float ArmRotWindMax = 35.0f; // Right arm maximum wind-up rotation\n private const float ArmRotThrow = -25.0f; // Right arm throw rotation (swings forward)\n private const float ArmRotLeftRelaxed = -60.0f; // Left arm hangs down at side during wind-up/throw (points backward)\n\n // Animation durations for each phase (in seconds)\n private const float AnimGrabDuration = 0.2f;\n private const float AnimPinDuration = 0.15f;\n private const float AnimApproachDuration = 0.2f;\n private const float AnimTransferDuration = 0.15f;\n private const float AnimThrowDuration = 0.2f;\n private const float AnimReturnDuration = 0.3f;\n\n // Animation lerp speeds\n private const float AnimLerpSpeed = 15.0f; // Position interpolation speed\n private const float AnimLerpSpeedFast = 25.0f; // Fast interpolation for snappy movements\n\n // Weapon sling position (lowered and rotated for chest carry)\n private static readonly Vector2 WeaponSlingOffset = new Vector2(0, 15); // Lower weapon\n private const float WeaponSlingRotation = 1.2f; // Rotate to hang down (radians, ~70 degrees)\n\n #endregion\n\n /// <summary>\n /// Signal emitted when reload sequence progresses.\n /// </summary>\n [Signal]\n public delegate void ReloadSequenceProgressEventHandler(int step, int total);\n\n /// <summary>\n /// Signal emitted when reload completes.\n /// </summary>\n [Signal]\n public delegate void ReloadCompletedEventHandler();\n\n /// <summary>\n /// Signal emitted when reload starts (first step of sequence).\n /// This signal notifies enemies that the player has begun reloading.\n /// </summary>\n [Signal]\n public delegate void ReloadStartedEventHandler();\n\n /// <summary>\n /// Signal emitted when player tries to shoot with empty weapon.\n /// This signal notifies enemies that the player is out of ammo.\n /// </summary>\n [Signal]\n public delegate void AmmoDepletedEventHandler();\n\n /// <summary>\n /// Signal emitted when grenade count changes.\n /// </summary>\n [Signal]\n public delegate void GrenadeChangedEventHandler(int current, int maximum);\n\n /// <summary>\n /// Signal emitted when a grenade is thrown.\n /// </summary>\n [Signal]\n public delegate void GrenadeThrownEventHandler();\n\n #region Flashlight System (Issue #546)\n\n /// <summary>\n /// Path to the flashlight effect scene.\n /// </summary>\n private const string FlashlightScenePath = \"res://scenes/effects/FlashlightEffect.tscn\";\n\n /// <summary>\n /// Whether the flashlight is equipped (active item selected in armory).\n /// </summary>\n private bool _flashlightEquipped = false;\n\n /// <summary>\n /// Reference to the flashlight effect node (child of PlayerModel).\n /// </summary>\n private Node2D? _flashlightNode = null;\n\n #endregion\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get player model and sprite references for visual feedback\n _playerModel = GetNodeOrNull<Node2D>(\"PlayerModel\");\n if (_playerModel != null)\n {\n _bodySprite = _playerModel.GetNodeOrNull<Sprite2D>(\"Body\");\n _headSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"Head\");\n _leftArmSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"LeftArm\");\n _rightArmSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"RightArm\");\n // Legacy compatibility - _sprite points to body\n _sprite = _bodySprite;\n }\n else\n {\n // Fallback to old single sprite structure for compatibility\n _sprite = GetNodeOrNull<Sprite2D>(\"Sprite2D\");\n }\n\n // Configure health based on difficulty\n if (HealthComponent != null)\n {\n // Check if Power Fantasy mode is active for special health configuration\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n bool isPowerFantasy = difficultyManager != null && (bool)difficultyManager.Call(\"is_power_fantasy_mode\");\n\n if (isPowerFantasy)\n {\n // Power Fantasy mode: 10 HP (fixed, not random)\n HealthComponent.UseRandomHealth = false;\n HealthComponent.MaxHealth = 10;\n HealthComponent.InitialHealth = 10;\n HealthComponent.InitializeHealth();\n GD.Print($\"[Player] {Name}: Power Fantasy mode - spawned with {HealthComponent.CurrentHealth}/{HealthComponent.MaxHealth} HP\");\n }\n else\n {\n // Normal difficulties: random health (2-4 HP)\n HealthComponent.UseRandomHealth = true;\n HealthComponent.MinRandomHealth = 2;\n HealthComponent.MaxRandomHealth = 4;\n HealthComponent.InitializeHealth();\n GD.Print($\"[Player] {Name}: Spawned with health {HealthComponent.CurrentHealth}/{HealthComponent.MaxHealth}\");\n }\n\n // Connect to health changed signal for visual feedback\n HealthComponent.HealthChanged += OnPlayerHealthChanged;\n }\n\n // Update visual based on initial health\n UpdateHealthVisual();\n\n // Preload bullet scene if not set in inspector\n if (BulletScene == null)\n {\n // Try C# bullet scene first, fallback to GDScript version\n BulletScene = GD.Load<PackedScene>(\"res://scenes/projectiles/csharp/Bullet.tscn\");\n if (BulletScene == null)\n {\n BulletScene = GD.Load<PackedScene>(\"res://scenes/projectiles/Bullet.tscn\");\n }\n }\n\n // Get grenade scene from GrenadeManager (supports grenade type selection)\n // GrenadeManager handles the currently selected grenade type (Flashbang or Frag)\n if (GrenadeScene == null)\n {\n var grenadeManager = GetNodeOrNull(\"/root/GrenadeManager\");\n if (grenadeManager != null && grenadeManager.HasMethod(\"get_current_grenade_scene\"))\n {\n var sceneVariant = grenadeManager.Call(\"get_current_grenade_scene\");\n GrenadeScene = sceneVariant.As<PackedScene>();\n if (GrenadeScene != null)\n {\n var grenadeNameVariant = grenadeManager.Call(\"get_grenade_name\", grenadeManager.Get(\"current_grenade_type\"));\n var grenadeName = grenadeNameVariant.AsString();\n LogToFile($\"[Player.Grenade] Grenade scene loaded from GrenadeManager: {grenadeName}\");\n }\n else\n {\n LogToFile($\"[Player.Grenade] WARNING: GrenadeManager returned null grenade scene\");\n }\n }\n else\n {\n // Fallback to flashbang if GrenadeManager is not available\n var grenadePath = \"res://scenes/projectiles/FlashbangGrenade.tscn\";\n GrenadeScene = GD.Load<PackedScene>(grenadePath);\n if (GrenadeScene != null)\n {\n LogToFile($\"[Player.Grenade] Grenade scene loaded from fallback: {grenadePath}\");\n }\n else\n {\n LogToFile($\"[Player.Grenade] WARNING: Grenade scene not found at {grenadePath}\");\n }\n }\n }\n else\n {\n LogToFile($\"[Player.Grenade] Grenade scene already set in inspector\");\n }\n\n // Detect if we're on the tutorial level\n // Tutorial level is: scenes/levels/csharp/TestTier.tscn with tutorial_level.gd script\n var currentScene = GetTree().CurrentScene;\n if (currentScene != null)\n {\n var scenePath = currentScene.SceneFilePath;\n // Tutorial level is detected by:\n // 1. Scene path contains \"csharp/TestTier\" (the tutorial scene)\n // 2. OR scene uses tutorial_level.gd script\n _isTutorialLevel = scenePath.Contains(\"csharp/TestTier\");\n\n // Also check if the scene script is tutorial_level.gd\n var script = currentScene.GetScript();\n if (script.Obj is GodotObject scriptObj)\n {\n var scriptPath = scriptObj.Get(\"resource_path\").AsString();\n if (scriptPath.Contains(\"tutorial_level\"))\n {\n _isTutorialLevel = true;\n }\n }\n }\n\n // Initialize grenade count based on level type\n // Tutorial: infinite grenades (max count)\n // Other levels: 1 grenade\n if (_isTutorialLevel)\n {\n _currentGrenades = MaxGrenades;\n LogToFile($\"[Player.Grenade] Tutorial level detected - infinite grenades enabled\");\n }\n else\n {\n _currentGrenades = 1;\n LogToFile($\"[Player.Grenade] Normal level - starting with 1 grenade\");\n }\n\n // Auto-equip weapon if not set but a weapon child exists\n if (CurrentWeapon == null)\n {\n // Try MakarovPM first (default starting weapon), then AssaultRifle for backward compatibility\n CurrentWeapon = GetNodeOrNull<BaseWeapon>(\"MakarovPM\");\n if (CurrentWeapon == null)\n {\n CurrentWeapon = GetNodeOrNull<BaseWeapon>(\"AssaultRifle\");\n }\n if (CurrentWeapon != null)\n {\n GD.Print($\"[Player] {Name}: Auto-equipped weapon {CurrentWeapon.Name}\");\n }\n }\n\n // Apply weapon selection from GameManager (C# fallback for GDScript level scripts)\n // This ensures weapon selection works even when GDScript level scripts fail to execute\n // due to Godot 4.3 binary tokenization issues (godotengine/godot#94150, #96065)\n ApplySelectedWeaponFromGameManager();\n\n // Store base positions for walking animation\n if (_bodySprite != null)\n {\n _baseBodyPos = _bodySprite.Position;\n LogToFile($\"[Player.Init] Body sprite found at position: {_baseBodyPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Body sprite NOT found!\");\n }\n if (_headSprite != null)\n {\n _baseHeadPos = _headSprite.Position;\n LogToFile($\"[Player.Init] Head sprite found at position: {_baseHeadPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Head sprite NOT found!\");\n }\n if (_leftArmSprite != null)\n {\n _baseLeftArmPos = _leftArmSprite.Position;\n LogToFile($\"[Player.Init] Left arm sprite found at position: {_baseLeftArmPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Left arm sprite NOT found!\");\n }\n if (_rightArmSprite != null)\n {\n _baseRightArmPos = _rightArmSprite.Position;\n LogToFile($\"[Player.Init] Right arm sprite found at position: {_baseRightArmPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Right arm sprite NOT found!\");\n }\n\n // Apply scale to player model for larger appearance\n if (_playerModel != null)\n {\n _playerModel.Scale = new Vector2(PlayerModelScale, PlayerModelScale);\n }\n\n // Get weapon mount reference for sling animation\n _weaponMount = _playerModel?.GetNodeOrNull<Node2D>(\"WeaponMount\");\n if (_weaponMount != null)\n {\n _baseWeaponMountPos = _weaponMount.Position;\n _baseWeaponMountRot = _weaponMount.Rotation;\n }\n\n // Set z-index for proper layering: head should be above weapon\n // The weapon has z_index = 1, so head should be 2 or higher\n if (_headSprite != null)\n {\n _headSprite.ZIndex = 3; // Head on top (above weapon)\n }\n if (_bodySprite != null)\n {\n _bodySprite.ZIndex = 1; // Body same level as weapon\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 2; // Arms between body and head\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 2; // Arms between body and head\n }\n\n // Connect to GameManager's debug mode signal for F7 toggle\n ConnectDebugModeSignal();\n\n // Initialize CasingPusher Area2D for pushing shell casings (Issue #392 Iteration 8)\n ConnectCasingPusherSignals();\n\n // Initialize flashlight if active item manager has flashlight selected (Issue #546)\n InitFlashlight();\n\n // Log ready status with full info\n int currentAmmo = CurrentWeapon?.CurrentAmmo ?? 0;\n int maxAmmo = CurrentWeapon?.WeaponData?.MagazineSize ?? 0;\n int currentHealth = (int)(HealthComponent?.CurrentHealth ?? 0);\n int maxHealth = (int)(HealthComponent?.MaxHealth ?? 0);\n LogToFile($\"[Player] Ready! Ammo: {currentAmmo}/{maxAmmo}, Grenades: {_currentGrenades}/{MaxGrenades}, Health: {currentHealth}/{maxHealth}\");\n LogToFile(\"[Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\");\n }\n\n /// <summary>\n /// Called when player health changes - updates visual feedback.\n /// </summary>\n private void OnPlayerHealthChanged(float currentHealth, float maxHealth)\n {\n GD.Print($\"[Player] {Name}: Health changed to {currentHealth}/{maxHealth} ({HealthComponent?.HealthPercent * 100:F0}%)\");\n UpdateHealthVisual();\n }\n\n /// <summary>\n /// Updates the sprite color based on current health percentage.\n /// </summary>\n private void UpdateHealthVisual()\n {\n if (HealthComponent == null)\n {\n return;\n }\n\n // Interpolate color based on health percentage\n float healthPercent = HealthComponent.HealthPercent;\n Color color = FullHealthColor.Lerp(LowHealthColor, 1.0f - healthPercent);\n SetAllSpritesModulate(color);\n }\n\n /// <summary>\n /// Public method to refresh the health visual.\n /// Called by effects managers (like LastChanceEffectsManager) after they finish\n /// modifying player sprite colors, to ensure the player returns to correct\n /// health-based coloring.\n /// </summary>\n public void RefreshHealthVisual()\n {\n UpdateHealthVisual();\n }\n\n /// <summary>\n /// Sets the modulate color on all player sprite parts.\n /// The armband is a separate sibling sprite (not child of RightArm) that keeps\n /// its original color, so all body parts use the same health-based color.\n /// </summary>\n /// <param name=\"color\">The color to apply to all sprites.</param>\n private void SetAllSpritesModulate(Color color)\n {\n if (_bodySprite != null)\n {\n _bodySprite.Modulate = color;\n }\n if (_headSprite != null)\n {\n _headSprite.Modulate = color;\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Modulate = color;\n }\n if (_rightArmSprite != null)\n {\n // Right arm uses the same color as other body parts.\n // The armband is now a separate sibling sprite (Armband node under PlayerModel)\n // that doesn't inherit this modulate, keeping its bright red color visible.\n _rightArmSprite.Modulate = color;\n }\n // If using old single sprite structure\n if (_playerModel == null && _sprite != null)\n {\n _sprite.Modulate = color;\n }\n }\n\n #region Casing Pusher (Issue #392)\n\n /// <summary>\n /// Connects the CasingPusher Area2D signals for reliable casing detection (Issue #392 Iteration 8).\n /// Using body_entered/body_exited signals instead of polling get_overlapping_bodies()\n /// ensures casings are detected even when player approaches from narrow side.\n /// </summary>\n private void ConnectCasingPusherSignals()\n {\n _casingPusher = GetNodeOrNull<Area2D>(\"CasingPusher\");\n if (_casingPusher == null)\n {\n // CasingPusher not present in scene - this is fine for older scenes\n return;\n }\n\n // Connect body_entered and body_exited signals\n _casingPusher.BodyEntered += OnCasingPusherBodyEntered;\n _casingPusher.BodyExited += OnCasingPusherBodyExited;\n }\n\n /// <summary>\n /// Called when a body enters the CasingPusher Area2D.\n /// Tracks casings for reliable pushing detection.\n /// </summary>\n private void OnCasingPusherBodyEntered(Node2D body)\n {\n if (body is RigidBody2D rigidBody && rigidBody.HasMethod(\"receive_kick\"))\n {\n if (!_overlappingCasings.Contains(rigidBody))\n {\n _overlappingCasings.Add(rigidBody);\n }\n }\n }\n\n /// <summary>\n /// Called when a body exits the CasingPusher Area2D.\n /// Removes casings from tracking list.\n /// </summary>\n private void OnCasingPusherBodyExited(Node2D body)\n {\n if (body is RigidBody2D rigidBody)\n {\n _overlappingCasings.Remove(rigidBody);\n }\n }\n\n /// <summary>\n /// Pushes casings that we're overlapping with using Area2D detection (Issue #392 Iteration 8).\n /// Uses signal-tracked casings combined with polling for maximum reliability.\n /// </summary>\n private void PushCasingsWithArea2D()\n {\n if (_casingPusher == null)\n {\n return;\n }\n\n // Don't push if not moving\n if (Velocity.LengthSquared() < 1.0f)\n {\n return;\n }\n\n // Combine both signal-tracked casings and polled overlapping bodies for reliability\n var casingsToPush = new System.Collections.Generic.HashSet<RigidBody2D>();\n\n // Add signal-tracked casings\n foreach (var casing in _overlappingCasings)\n {\n if (IsInstanceValid(casing))\n {\n casingsToPush.Add(casing);\n }\n }\n\n // Also poll for any casings that might have been missed by signals\n foreach (var body in _casingPusher.GetOverlappingBodies())\n {\n if (body is RigidBody2D rigidBody && rigidBody.HasMethod(\"receive_kick\"))\n {\n casingsToPush.Add(rigidBody);\n }\n }\n\n // Push all detected casings\n foreach (var casing in casingsToPush)\n {\n // Calculate push direction from player center to casing position (Issue #424)\n // This makes casings fly away based on which side they're pushed from\n var pushDir = (casing.GlobalPosition - GlobalPosition).Normalized();\n var pushStrength = Velocity.Length() * CasingPushForce / 100.0f;\n var impulse = pushDir * pushStrength;\n casing.Call(\"receive_kick\", impulse);\n }\n }\n\n #endregion\n\n public override void _PhysicsProcess(double delta)\n {\n // Update stun timer (Issue #592)\n if (_isStunned)\n {\n _stunTimer -= (float)delta;\n if (_stunTimer <= 0.0f)\n {\n _isStunned = false;\n _stunTimer = 0.0f;\n LogToFile(\"[Player] Stun ended (Issue #592)\");\n }\n }\n\n // Detect weapon pose after waiting a few frames for level scripts to add weapons\n if (!_weaponPoseApplied)\n {\n _weaponDetectFrameCount++;\n if (_weaponDetectFrameCount >= WeaponDetectWaitFrames)\n {\n DetectAndApplyWeaponPose();\n _weaponPoseApplied = true;\n }\n }\n\n // While stunned, force zero input and apply friction only (Issue #592)\n Vector2 inputDirection = _isStunned ? Vector2.Zero : GetInputDirection();\n ApplyMovement(inputDirection, (float)delta);\n\n // Push any casings we're overlapping with using Area2D detection (Issue #392 Iteration 8)\n PushCasingsWithArea2D();\n\n // Update player model rotation to face the aim direction (rifle direction)\n UpdatePlayerModelRotation();\n\n // Update walking animation based on movement (only if not in grenade or reload animation)\n if (_grenadeAnimPhase == GrenadeAnimPhase.None && _reloadAnimPhase == ReloadAnimPhase.None)\n {\n UpdateWalkAnimation((float)delta, inputDirection);\n }\n\n // Update grenade animation\n UpdateGrenadeAnimation((float)delta);\n\n // Update reload animation\n UpdateReloadAnimation((float)delta);\n\n // Handle throw rotation animation (restore player rotation after throw)\n HandleThrowRotationAnimation((float)delta);\n\n // Handle sniper scope input (RMB) when SniperRifle is equipped\n // This takes priority over grenade input since the sniper uses RMB for scoping\n bool sniperScopeConsumedInput = HandleSniperScopeInput();\n\n // Handle grenade input first (so it can consume shoot input)\n // Skip if sniper scope already consumed the RMB input\n if (!sniperScopeConsumedInput)\n {\n HandleGrenadeInput();\n }\n\n // Make active grenade follow player if held\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n _activeGrenade.GlobalPosition = GlobalPosition;\n }\n\n // Handle shooting input - support both automatic and semi-automatic weapons\n // Allow shooting when not in grenade preparation and not stunned (Issue #592)\n // In simple mode, RMB is for grenades so only LMB (shoot) should work\n bool canShoot = !_isStunned && (_grenadeState == GrenadeState.Idle || _grenadeState == GrenadeState.TimerStarted || _grenadeState == GrenadeState.SimpleAiming);\n if (canShoot)\n {\n HandleShootingInput();\n }\n\n // Handle reload sequence input (R-F-R)\n HandleReloadSequenceInput();\n\n // Handle fire mode toggle (B key for burst/auto toggle)\n if (Input.IsActionJustPressed(\"toggle_fire_mode\"))\n {\n ToggleFireMode();\n }\n\n // Handle flashlight input (hold Space to turn on, release to turn off) (Issue #546)\n HandleFlashlightInput();\n }\n\n /// <summary>\n /// Handles shooting input based on weapon type.\n /// For automatic weapons: fires while held.\n /// For semi-automatic/burst: fires on press.\n /// Also handles bullet in chamber mechanics during reload sequence.\n /// </summary>\n private void HandleShootingInput()\n {\n if (CurrentWeapon == null)\n {\n // Fallback to original click-to-shoot behavior\n if (Input.IsActionJustPressed(\"shoot\"))\n {\n Shoot();\n }\n return;\n }\n\n // Check if weapon is automatic (based on WeaponData)\n bool isAutomatic = CurrentWeapon.WeaponData?.IsAutomatic ?? false;\n\n // For AssaultRifle, also check if it's in automatic fire mode\n if (CurrentWeapon is AssaultRifle assaultRifle)\n {\n isAutomatic = assaultRifle.CurrentFireMode == FireMode.Automatic;\n }\n\n // Determine if shooting input is active\n bool shootInputActive = isAutomatic ? Input.IsActionPressed(\"shoot\") : Input.IsActionJustPressed(\"shoot\");\n\n if (!shootInputActive)\n {\n return;\n }\n\n // Check if weapon is empty before trying to shoot (not in reload sequence)\n // This notifies enemies that the player tried to shoot with no ammo\n if (!_isReloadingSequence && CurrentWeapon.CurrentAmmo <= 0)\n {\n // Emit signal to notify enemies that player is vulnerable (out of ammo)\n EmitSignal(SignalName.AmmoDepleted);\n // The weapon will play the empty click sound\n }\n\n // Handle shooting based on reload sequence state\n if (_isReloadingSequence)\n {\n // In reload sequence\n if (_reloadSequenceStep == 1)\n {\n // Step 1 (only R pressed, waiting for F): shooting resets the combo\n GD.Print(\"[Player] Shooting during reload step 1 - resetting reload sequence\");\n ResetReloadSequence();\n Shoot();\n }\n else if (_reloadSequenceStep == 2)\n {\n // Step 2 (R->F pressed, waiting for final R): try to fire chamber bullet\n if (CurrentWeapon.CanFireChamberBullet)\n {\n // Fire the chamber bullet\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 shootDirection = (mousePos - GlobalPosition).Normalized();\n\n if (CurrentWeapon.FireChamberBullet(shootDirection))\n {\n GD.Print(\"[Player] Fired bullet in chamber during reload\");\n // Note: Sound is handled by the weapon's FireChamberBullet implementation\n }\n }\n else if (CurrentWeapon.ChamberBulletFired)\n {\n // Chamber bullet already fired, can't shoot until reload completes\n GD.Print(\"[Player] Cannot shoot - chamber bullet already fired, wait for reload to complete\");\n PlayEmptyClickSound();\n }\n else\n {\n // No bullet in chamber (magazine was empty when reload started)\n GD.Print(\"[Player] Cannot shoot - no bullet in chamber, wait for reload to complete\");\n PlayEmptyClickSound();\n }\n }\n }\n else\n {\n // Not in reload sequence - normal shooting\n Shoot();\n }\n }\n\n /// <summary>\n /// Plays the empty click sound when trying to shoot without ammo.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n {\n audioManager.Call(\"play_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Toggles fire mode on the current weapon (if supported).\n /// </summary>\n private void ToggleFireMode()\n {\n if (CurrentWeapon is AssaultRifle assaultRifle)\n {\n assaultRifle.ToggleFireMode();\n }\n }\n\n /// <summary>\n /// Updates the player model rotation to face the aim direction.\n /// The player model (body, head, arms) rotates to follow the rifle's aim direction.\n /// This creates the appearance of the player rotating their whole body toward the target.\n /// TACTICAL RELOAD (Issue #437): During shotgun reload OR when RMB is held (dragging),\n /// player model rotation is locked to allow the player to keep aiming at a specific\n /// spot while performing reload gestures.\n ///\n /// FIX (Issue #437 feedback): Lock rotation as soon as RMB is pressed, not just when\n /// reload state changes. This prevents barrel/player shift during quick one-motion\n /// reload gestures (drag up then down without releasing RMB).\n /// </summary>\n private void UpdatePlayerModelRotation()\n {\n if (_playerModel == null)\n {\n return;\n }\n\n // TACTICAL RELOAD (Issue #437): Don't rotate player model during shotgun reload\n // OR when dragging (RMB is held). This ensures the player freezes immediately\n // when RMB is pressed, before any state change occurs.\n var shotgun = GetNodeOrNull<Shotgun>(\"Shotgun\");\n if (shotgun != null && (shotgun.ReloadState != ShotgunReloadState.NotReloading || shotgun.IsDragging))\n {\n // Keep current rotation locked - don't follow mouse\n return;\n }\n\n // Get the aim direction from the weapon if available\n Vector2 aimDirection;\n if (CurrentWeapon is AssaultRifle assaultRifle)\n {\n aimDirection = assaultRifle.AimDirection;\n }\n else if (CurrentWeapon is SniperRifle sniperRifle)\n {\n aimDirection = sniperRifle.AimDirection;\n }\n else\n {\n // Fallback: calculate direction to mouse cursor\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n if (toMouse.LengthSquared() > 0.001f)\n {\n aimDirection = toMouse.Normalized();\n }\n else\n {\n return; // No valid direction\n }\n }\n\n // Calculate target rotation angle\n float targetAngle = aimDirection.Angle();\n\n // Apply rotation to the player model\n _playerModel.Rotation = targetAngle;\n\n // Handle sprite flipping for left/right aim\n // When aiming left (angle > 90° or < -90°), flip vertically to avoid upside-down appearance\n bool aimingLeft = Mathf.Abs(targetAngle) > Mathf.Pi / 2;\n\n // Flip the player model vertically when aiming left\n if (aimingLeft)\n {\n _playerModel.Scale = new Vector2(PlayerModelScale, -PlayerModelScale);\n }\n else\n {\n _playerModel.Scale = new Vector2(PlayerModelScale, PlayerModelScale);\n }\n }\n\n /// <summary>\n /// Detects the equipped weapon type and applies appropriate arm positioning.\n /// Called from _PhysicsProcess() after a few frames to ensure level scripts\n /// have finished adding weapons to the player node.\n /// </summary>\n private void DetectAndApplyWeaponPose()\n {\n LogToFile($\"[Player] Detecting weapon pose (frame {_weaponDetectFrameCount})...\");\n var detectedType = WeaponType.Rifle; // Default to rifle pose\n\n // Check for weapon children - weapons are added directly to player by level scripts\n // Check in order of specificity: SniperRifle, MiniUzi (SMG), Shotgun, SilencedPistol, MakarovPM, then default to Rifle\n var sniperRifle = GetNodeOrNull<BaseWeapon>(\"SniperRifle\");\n var miniUzi = GetNodeOrNull<BaseWeapon>(\"MiniUzi\");\n var shotgun = GetNodeOrNull<BaseWeapon>(\"Shotgun\");\n var silencedPistol = GetNodeOrNull<BaseWeapon>(\"SilencedPistol\");\n var makarovPM = GetNodeOrNull<BaseWeapon>(\"MakarovPM\");\n\n if (sniperRifle != null)\n {\n detectedType = WeaponType.Sniper;\n LogToFile(\"[Player] Detected weapon: ASVK Sniper Rifle (Sniper pose)\");\n }\n else if (miniUzi != null)\n {\n detectedType = WeaponType.SMG;\n LogToFile(\"[Player] Detected weapon: Mini UZI (SMG pose)\");\n }\n else if (shotgun != null)\n {\n detectedType = WeaponType.Shotgun;\n LogToFile(\"[Player] Detected weapon: Shotgun (Shotgun pose)\");\n }\n else if (silencedPistol != null)\n {\n detectedType = WeaponType.Pistol;\n LogToFile(\"[Player] Detected weapon: Silenced Pistol (Pistol pose)\");\n }\n else if (makarovPM != null)\n {\n detectedType = WeaponType.Pistol;\n LogToFile(\"[Player] Detected weapon: Makarov PM (Pistol pose)\");\n }\n else\n {\n // Default to rifle (AssaultRifle or no weapon)\n detectedType = WeaponType.Rifle;\n LogToFile(\"[Player] Detected weapon: Rifle (default pose)\");\n }\n\n _currentWeaponType = detectedType;\n ApplyWeaponArmOffsets();\n }\n\n /// <summary>\n /// Applies arm position offsets based on current weapon type.\n /// Modifies base arm positions to create appropriate weapon-holding poses.\n /// </summary>\n private void ApplyWeaponArmOffsets()\n {\n // Original positions from Player.tscn: LeftArm (24, 6), RightArm (-2, 6)\n var originalLeftArmPos = new Vector2(24, 6);\n var originalRightArmPos = new Vector2(-2, 6);\n\n switch (_currentWeaponType)\n {\n case WeaponType.SMG:\n // SMG pose: Compact two-handed grip\n // Left arm moves back toward body for shorter weapon\n // Right arm moves forward slightly to meet left hand\n _baseLeftArmPos = originalLeftArmPos + SmgLeftArmOffset;\n _baseRightArmPos = originalRightArmPos + SmgRightArmOffset;\n LogToFile($\"[Player] Applied SMG arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Shotgun:\n // Shotgun pose: Similar to rifle but slightly tighter\n _baseLeftArmPos = originalLeftArmPos + new Vector2(-3, 0);\n _baseRightArmPos = originalRightArmPos + new Vector2(1, 0);\n LogToFile($\"[Player] Applied Shotgun arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Pistol:\n // Pistol pose: Two-handed pistol grip (Weaver/Isoceles stance)\n // Extended forward so the pistol is held away from body\n // Left arm supports under the right hand\n // Right arm extends forward for aiming\n _baseLeftArmPos = originalLeftArmPos + new Vector2(-8, 0); // Extended forward (was -14)\n _baseRightArmPos = originalRightArmPos + new Vector2(6, 0); // Further forward for aiming (was 4)\n LogToFile($\"[Player] Applied Pistol arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Sniper:\n // Sniper pose: Extended forward grip for long heavy weapon (ASVK)\n // Left arm reaches further forward to support the heavy barrel\n // Right arm stays close to body for stable trigger control\n _baseLeftArmPos = originalLeftArmPos + new Vector2(4, 0);\n _baseRightArmPos = originalRightArmPos + new Vector2(-1, 0);\n LogToFile($\"[Player] Applied Sniper arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Rifle:\n default:\n // Rifle pose: Standard extended grip (original positions)\n _baseLeftArmPos = originalLeftArmPos;\n _baseRightArmPos = originalRightArmPos;\n LogToFile($\"[Player] Applied Rifle arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n }\n\n // Apply new base positions to sprites immediately\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Position = _baseLeftArmPos;\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.Position = _baseRightArmPos;\n }\n }\n\n /// <summary>\n /// Gets the normalized input direction from player input.\n /// When the sniper rifle is bolt cycling, only WASD keys are used for movement.\n /// Arrow keys are reserved for the bolt-action sequence during cycling.\n /// </summary>\n /// <returns>Normalized direction vector.</returns>\n private Vector2 GetInputDirection()\n {\n Vector2 direction = Vector2.Zero;\n\n // Check if sniper rifle bolt cycling is in progress\n if (CurrentWeapon is SniperRifle sniperRifle && sniperRifle.IsBoltCycling)\n {\n // During bolt cycling: only WASD keys move the player (arrows are for bolt action)\n // Use physical key detection for WASD only\n if (Input.IsPhysicalKeyPressed(Key.A)) direction.X -= 1.0f;\n if (Input.IsPhysicalKeyPressed(Key.D)) direction.X += 1.0f;\n if (Input.IsPhysicalKeyPressed(Key.W)) direction.Y -= 1.0f;\n if (Input.IsPhysicalKeyPressed(Key.S)) direction.Y += 1.0f;\n }\n else\n {\n // Normal mode: use all configured input actions (WASD + arrows)\n direction.X = Input.GetAxis(\"move_left\", \"move_right\");\n direction.Y = Input.GetAxis(\"move_up\", \"move_down\");\n }\n\n // Normalize to prevent faster diagonal movement\n if (direction.Length() > 1.0f)\n {\n direction = direction.Normalized();\n }\n\n return direction;\n }\n\n /// <summary>\n /// Updates the walking animation based on player movement state.\n /// Creates a natural bobbing motion for body parts during movement.\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n /// <param name=\"inputDirection\">Current movement input direction.</param>\n private void UpdateWalkAnimation(float delta, Vector2 inputDirection)\n {\n bool isMoving = inputDirection != Vector2.Zero || Velocity.Length() > 10.0f;\n\n if (isMoving)\n {\n // Accumulate animation time based on movement speed\n float speedFactor = Velocity.Length() / MaxSpeed;\n _walkAnimTime += delta * WalkAnimSpeed * speedFactor;\n _isWalking = true;\n\n // Calculate animation offsets using sine waves\n // Body bobs up and down (frequency = 2x for double step)\n float bodyBob = Mathf.Sin(_walkAnimTime * 2.0f) * 1.5f * WalkAnimIntensity;\n\n // Head bobs slightly less than body (dampened)\n float headBob = Mathf.Sin(_walkAnimTime * 2.0f) * 0.8f * WalkAnimIntensity;\n\n // Arms swing opposite to each other (alternating)\n float armSwing = Mathf.Sin(_walkAnimTime) * 3.0f * WalkAnimIntensity;\n\n // Apply offsets to sprites\n if (_bodySprite != null)\n {\n _bodySprite.Position = _baseBodyPos + new Vector2(0, bodyBob);\n }\n\n if (_headSprite != null)\n {\n _headSprite.Position = _baseHeadPos + new Vector2(0, headBob);\n }\n\n if (_leftArmSprite != null)\n {\n // Left arm swings forward/back (y-axis in top-down)\n _leftArmSprite.Position = _baseLeftArmPos + new Vector2(armSwing, 0);\n }\n\n if (_rightArmSprite != null)\n {\n // Right arm swings opposite to left arm\n _rightArmSprite.Position = _baseRightArmPos + new Vector2(-armSwing, 0);\n }\n }\n else\n {\n // Return to idle pose smoothly\n if (_isWalking)\n {\n _isWalking = false;\n _walkAnimTime = 0.0f;\n }\n\n // Interpolate back to base positions\n float lerpSpeed = 10.0f * delta;\n if (_bodySprite != null)\n {\n _bodySprite.Position = _bodySprite.Position.Lerp(_baseBodyPos, lerpSpeed);\n }\n if (_headSprite != null)\n {\n _headSprite.Position = _headSprite.Position.Lerp(_baseHeadPos, lerpSpeed);\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Position = _leftArmSprite.Position.Lerp(_baseLeftArmPos, lerpSpeed);\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.Position = _rightArmSprite.Position.Lerp(_baseRightArmPos, lerpSpeed);\n }\n }\n }\n\n /// <summary>\n /// Handles the R-F-R reload sequence input.\n /// Step 0: Press R to start sequence (eject magazine)\n /// Step 1: Press F to continue (insert new magazine)\n /// Step 2: Press R to complete reload instantly (chamber round)\n ///\n /// Bullet in chamber mechanics:\n /// - At step 1 (R pressed): shooting resets the combo\n /// - At step 2 (R->F pressed): if previous magazine had ammo, one chamber bullet can be fired\n /// - After reload: if chamber bullet was fired, subtract one from new magazine\n ///\n /// Note: This reload sequence is skipped for weapons that use tube magazines (like Shotgun),\n /// which have their own shell-by-shell reload mechanism via RMB drag gestures.\n /// </summary>\n private void HandleReloadSequenceInput()\n {\n if (CurrentWeapon == null)\n {\n return;\n }\n\n // Skip R-F-R reload sequence for weapons that use tube magazines (like Shotgun)\n // These weapons have their own reload mechanism (shell-by-shell via RMB gestures)\n // Pressing R key should be ignored for these weapons to avoid breaking ammo tracking\n if (CurrentWeapon is Shotgun)\n {\n return;\n }\n\n // Can't reload if magazine is full (and not in reload sequence)\n if (!_isReloadingSequence && CurrentWeapon.CurrentAmmo >= (CurrentWeapon.WeaponData?.MagazineSize ?? 0))\n {\n return;\n }\n\n // Can't reload if no reserve ammo (and not in reload sequence)\n if (!_isReloadingSequence && CurrentWeapon.ReserveAmmo <= 0)\n {\n return;\n }\n\n // Check if this is a pistol-type weapon that uses R->R reload (2-step) instead of R->F->R (3-step)\n bool isPistolReload = CurrentWeapon is MakarovPM;\n\n // Handle R key (first and third step, or both steps for pistol)\n if (Input.IsActionJustPressed(\"reload\"))\n {\n if (_reloadSequenceStep == 0)\n {\n // Starting fresh - check conditions\n if (CurrentWeapon.CurrentAmmo >= (CurrentWeapon.WeaponData?.MagazineSize ?? 0))\n {\n return; // Magazine is full\n }\n if (CurrentWeapon.ReserveAmmo <= 0)\n {\n return; // No reserve ammo\n }\n\n // Start reload sequence - eject magazine\n _isReloadingSequence = true;\n _reloadSequenceStep = 1;\n _ammoAtReloadStart = CurrentWeapon.CurrentAmmo;\n GD.Print($\"[Player] Reload sequence started (R pressed) - ammo at start: {_ammoAtReloadStart}\" +\n (isPistolReload ? \" - press R to complete (pistol)\" : \" - press F next\"));\n // Start animation: Step 1 - Grab magazine from chest\n StartReloadAnimPhase(ReloadAnimPhase.GrabMagazine, ReloadAnimGrabDuration);\n // Play first reload sound (PM-specific or generic mag out)\n if (isPistolReload)\n PlayPmReloadAction1Sound();\n else\n PlayReloadMagOutSound();\n EmitSignal(SignalName.ReloadSequenceProgress, 1, isPistolReload ? 2 : 3);\n // Notify enemies that player has started reloading (vulnerable state)\n EmitSignal(SignalName.ReloadStarted);\n }\n else if (_reloadSequenceStep == 1 && isPistolReload)\n {\n // Pistol R->R reload: second R completes reload (combines F and final R steps)\n // Set up chamber bullet based on ammo at reload start\n bool hadAmmoInMagazine = _ammoAtReloadStart > 0;\n CurrentWeapon.StartReloadSequence(hadAmmoInMagazine);\n\n GD.Print(\"[Player] Pistol reload: R->R complete (magazine inserted)\");\n // Start animation: Insert magazine\n StartReloadAnimPhase(ReloadAnimPhase.InsertMagazine, ReloadAnimInsertDuration);\n // Play second PM reload sound\n PlayPmReloadAction2Sound();\n EmitSignal(SignalName.ReloadSequenceProgress, 2, 2);\n CompleteReloadSequence();\n }\n else if (_reloadSequenceStep == 1 && !isPistolReload)\n {\n // Non-pistol: pressing R again at step 1 restarts the sequence\n _isReloadingSequence = true;\n _reloadSequenceStep = 1;\n _ammoAtReloadStart = CurrentWeapon.CurrentAmmo;\n GD.Print($\"[Player] Reload sequence restarted (R pressed again) - ammo at start: {_ammoAtReloadStart} - press F next\");\n StartReloadAnimPhase(ReloadAnimPhase.GrabMagazine, ReloadAnimGrabDuration);\n PlayReloadMagOutSound();\n EmitSignal(SignalName.ReloadSequenceProgress, 1, 3);\n EmitSignal(SignalName.ReloadStarted);\n }\n else if (_reloadSequenceStep == 2)\n {\n // Complete reload sequence - instant reload! (non-pistol: 3rd step)\n // Start animation: Step 3 - Pull bolt/charging handle (back and forth motion)\n StartReloadAnimPhase(ReloadAnimPhase.PullBolt, ReloadAnimBoltPullDuration);\n // Play bolt cycling sound\n PlayM16BoltSound();\n CompleteReloadSequence();\n }\n }\n\n // Handle F key (reload_step action - second step, only for non-pistol weapons)\n if (Input.IsActionJustPressed(\"reload_step\") && !isPistolReload)\n {\n if (_reloadSequenceStep == 1)\n {\n // Continue to next step - set up chamber bullet\n _reloadSequenceStep = 2;\n\n // Set up bullet in chamber based on ammo at reload start\n bool hadAmmoInMagazine = _ammoAtReloadStart > 0;\n CurrentWeapon.StartReloadSequence(hadAmmoInMagazine);\n\n GD.Print($\"[Player] Reload sequence step 2 (F pressed) - bullet in chamber: {hadAmmoInMagazine} - press R to complete\");\n // Start animation: Step 2 - Insert magazine into rifle\n StartReloadAnimPhase(ReloadAnimPhase.InsertMagazine, ReloadAnimInsertDuration);\n // Play magazine in sound\n PlayReloadMagInSound();\n EmitSignal(SignalName.ReloadSequenceProgress, 2, 3);\n }\n else if (_isReloadingSequence)\n {\n // Wrong key pressed, reset sequence\n GD.Print(\"[Player] Wrong key! Reload sequence reset (expected R)\");\n // Restart animation from grab phase\n StartReloadAnimPhase(ReloadAnimPhase.GrabMagazine, ReloadAnimGrabDuration);\n ResetReloadSequence();\n }\n }\n }\n\n /// <summary>\n /// Plays the magazine out sound (first reload step).\n /// </summary>\n private void PlayReloadMagOutSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_reload_mag_out\"))\n {\n audioManager.Call(\"play_reload_mag_out\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the magazine in sound (second reload step).\n /// </summary>\n private void PlayReloadMagInSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_reload_mag_in\"))\n {\n audioManager.Call(\"play_reload_mag_in\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the first Makarov PM reload action sound (eject magazine).\n /// </summary>\n private void PlayPmReloadAction1Sound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_reload_action_1\"))\n {\n audioManager.Call(\"play_pm_reload_action_1\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the second Makarov PM reload action sound (insert magazine).\n /// </summary>\n private void PlayPmReloadAction2Sound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_reload_action_2\"))\n {\n audioManager.Call(\"play_pm_reload_action_2\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the M16 bolt cycling sound (third reload step).\n /// </summary>\n private void PlayM16BoltSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_m16_bolt\"))\n {\n audioManager.Call(\"play_m16_bolt\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Completes the reload sequence, instantly reloading the weapon.\n /// </summary>\n private void CompleteReloadSequence()\n {\n if (CurrentWeapon == null)\n {\n return;\n }\n\n // Perform instant reload\n CurrentWeapon.InstantReload();\n\n GD.Print(\"[Player] Reload sequence complete! Magazine refilled instantly.\");\n EmitSignal(SignalName.ReloadSequenceProgress, 3, 3);\n EmitSignal(SignalName.ReloadCompleted);\n\n ResetReloadSequence();\n }\n\n /// <summary>\n /// Resets the reload sequence to the beginning.\n /// Also cancels the weapon's reload sequence state.\n /// </summary>\n private void ResetReloadSequence()\n {\n _reloadSequenceStep = 0;\n _isReloadingSequence = false;\n _ammoAtReloadStart = 0;\n\n // Return arms to idle if reload animation was active\n if (_reloadAnimPhase != ReloadAnimPhase.None)\n {\n StartReloadAnimPhase(ReloadAnimPhase.ReturnIdle, ReloadAnimReturnDuration);\n }\n\n // Cancel weapon's reload sequence state\n CurrentWeapon?.CancelReloadSequence();\n }\n\n /// <summary>\n /// Gets whether the player is currently in a reload sequence.\n /// </summary>\n public bool IsReloadingSequence => _isReloadingSequence;\n\n /// <summary>\n /// Gets the current reload sequence step (0-2).\n /// </summary>\n public int ReloadSequenceStep => _reloadSequenceStep;\n\n /// <summary>\n /// Fires a bullet towards the mouse cursor.\n /// Uses weapon system if available, otherwise uses direct bullet spawning.\n /// </summary>\n private void Shoot()\n {\n // Calculate direction towards mouse cursor\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 shootDirection = (mousePos - GlobalPosition).Normalized();\n\n // If we have a weapon equipped, use it\n if (CurrentWeapon != null)\n {\n // When SniperRifle scope is active, fire towards the scope crosshair center\n // instead of the mouse cursor (the camera is offset, so mouse != crosshair)\n var sniperRifle = CurrentWeapon as SniperRifle;\n if (sniperRifle != null && sniperRifle.IsScopeActive)\n {\n Vector2 scopeTarget = sniperRifle.GetScopeAimTarget();\n shootDirection = (scopeTarget - GlobalPosition).Normalized();\n }\n\n CurrentWeapon.Fire(shootDirection);\n return;\n }\n\n // Otherwise use direct bullet spawning (original behavior)\n SpawnBullet(shootDirection);\n }\n\n /// <summary>\n /// Spawns a bullet directly without using the weapon system.\n /// Preserves the original template behavior.\n /// </summary>\n /// <param name=\"direction\">Direction for the bullet to travel.</param>\n private void SpawnBullet(Vector2 direction)\n {\n if (BulletScene == null)\n {\n return;\n }\n\n // Create bullet instance\n var bullet = BulletScene.Instantiate<Node2D>();\n\n // Set bullet position with offset in shoot direction\n bullet.GlobalPosition = GlobalPosition + direction * BulletSpawnOffset;\n\n // Set bullet direction\n if (bullet.HasMethod(\"SetDirection\"))\n {\n bullet.Call(\"SetDirection\", direction);\n }\n else\n {\n bullet.Set(\"direction\", direction);\n }\n\n // Set shooter ID to prevent self-damage\n if (bullet.HasMethod(\"SetShooterId\"))\n {\n bullet.Call(\"SetShooterId\", GetInstanceId());\n }\n else\n {\n bullet.Set(\"shooter_id\", GetInstanceId());\n }\n\n // Add bullet to the scene tree\n GetTree().CurrentScene.AddChild(bullet);\n }\n\n /// <summary>\n /// Last hit direction stored for blood effect spawning (Issue #350).\n /// </summary>\n private Vector2 _lastHitDirection = Vector2.Right;\n\n /// <summary>\n /// Last caliber data stored for blood effect scaling (Issue #350).\n /// </summary>\n private Godot.Resource? _lastCaliberData = null;\n\n /// <summary>\n /// Called when hit by a projectile via hit_area.gd.\n /// This method name follows GDScript naming convention for cross-language compatibility\n /// with the hit detection system that uses has_method(\"on_hit\") checks.\n /// </summary>\n public void on_hit()\n {\n on_hit_with_info(Vector2.Right, null);\n }\n\n /// <summary>\n /// Called when hit by a projectile with extended hit information (Issue #350).\n /// This method name follows GDScript naming convention for cross-language compatibility\n /// with the hit detection system that uses has_method(\"on_hit_with_info\") checks.\n /// </summary>\n /// <param name=\"hitDirection\">Direction the bullet was traveling.</param>\n /// <param name=\"caliberData\">Caliber resource for effect scaling (can be null).</param>\n public void on_hit_with_info(Vector2 hitDirection, Godot.Resource? caliberData)\n {\n _lastHitDirection = hitDirection;\n _lastCaliberData = caliberData;\n\n // Apply stun effect — immediately stop movement (Issue #592)\n _isStunned = true;\n _stunTimer = StunDuration;\n Velocity = Vector2.Zero;\n LogToFile($\"[Player] Stun applied for {StunDuration * 1000}ms (Issue #592)\");\n\n TakeDamage(1);\n }\n\n /// <inheritdoc/>\n public override void TakeDamage(float amount)\n {\n if (HealthComponent == null || !IsAlive)\n {\n return;\n }\n\n // Check invincibility mode (F6 toggle)\n if (_invincibilityEnabled)\n {\n LogToFile(\"[Player] Hit blocked by invincibility mode (C#)\");\n ShowHitFlash(); // Still show visual feedback for debugging\n // Spawn blood effect for visual feedback even in invincibility mode (Issue #350)\n SpawnBloodEffect(false);\n return;\n }\n\n GD.Print($\"[Player] {Name}: Taking {amount} damage. Current health: {HealthComponent.CurrentHealth}\");\n\n // Show hit flash effect\n ShowHitFlash();\n\n // Determine if this hit will be lethal before applying damage\n bool willBeFatal = HealthComponent.CurrentHealth <= amount;\n\n // Play appropriate hit sound and spawn blood effect (Issue #350)\n if (willBeFatal)\n {\n PlayHitLethalSound();\n SpawnBloodEffect(true);\n }\n else\n {\n PlayHitNonLethalSound();\n SpawnBloodEffect(false);\n }\n\n base.TakeDamage(amount);\n }\n\n /// <summary>\n /// Spawns blood effect at the player's position (Issue #350).\n /// This makes blood effects appear when the player is hit, just like for enemies.\n /// </summary>\n /// <param name=\"isLethal\">Whether this was a lethal hit (affects effect scale).</param>\n private void SpawnBloodEffect(bool isLethal)\n {\n var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n if (impactManager != null && impactManager.HasMethod(\"spawn_blood_effect\"))\n {\n LogToFile($\"[Player] Spawning blood effect at {GlobalPosition}, dir={_lastHitDirection}, lethal={isLethal} (C#)\");\n impactManager.Call(\"spawn_blood_effect\", GlobalPosition, _lastHitDirection, _lastCaliberData, isLethal);\n }\n else\n {\n LogToFile(\"[Player] WARNING: ImpactEffectsManager not found, blood effect not spawned (C#)\");\n }\n }\n\n /// <summary>\n /// Plays the lethal hit sound when player dies.\n /// </summary>\n private void PlayHitLethalSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_hit_lethal\"))\n {\n audioManager.Call(\"play_hit_lethal\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the non-lethal hit sound when player is damaged but survives.\n /// </summary>\n private void PlayHitNonLethalSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_hit_non_lethal\"))\n {\n audioManager.Call(\"play_hit_non_lethal\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Shows a brief flash effect when hit.\n /// </summary>\n private async void ShowHitFlash()\n {\n if (_playerModel == null && _sprite == null)\n {\n return;\n }\n\n SetAllSpritesModulate(HitFlashColor);\n\n await ToSignal(GetTree().CreateTimer(HitFlashDuration), \"timeout\");\n\n // Restore color based on current health (if still alive)\n if (HealthComponent != null && HealthComponent.IsAlive)\n {\n UpdateHealthVisual();\n }\n }\n\n /// <inheritdoc/>\n public override void OnDeath()\n {\n base.OnDeath();\n // Handle player death\n GD.Print(\"Player died!\");\n }\n\n /// <summary>\n /// Equips a new weapon.\n /// </summary>\n /// <param name=\"weapon\">The weapon to equip.</param>\n public void EquipWeapon(BaseWeapon weapon)\n {\n // Unequip current weapon if any\n if (CurrentWeapon != null && CurrentWeapon.GetParent() == this)\n {\n RemoveChild(CurrentWeapon);\n }\n\n CurrentWeapon = weapon;\n\n // Add weapon as child if not already in scene tree\n if (CurrentWeapon.GetParent() == null)\n {\n AddChild(CurrentWeapon);\n }\n }\n\n /// <summary>\n /// Unequips the current weapon.\n /// </summary>\n public void UnequipWeapon()\n {\n if (CurrentWeapon != null && CurrentWeapon.GetParent() == this)\n {\n RemoveChild(CurrentWeapon);\n }\n CurrentWeapon = null;\n }\n\n /// <summary>\n /// Applies weapon selection from GameManager autoload.\n /// This is a C# fallback that ensures weapon selection works even when\n /// GDScript level scripts (test_tier.gd, building_level.gd) fail to execute\n /// due to Godot 4.3 GDScript binary tokenization issues.\n /// Called from _Ready() after auto-equipping the default AssaultRifle.\n /// </summary>\n private void ApplySelectedWeaponFromGameManager()\n {\n var gameManager = GetNodeOrNull(\"/root/GameManager\");\n if (gameManager == null)\n {\n return;\n }\n\n // Get selected weapon ID from GameManager (GDScript autoload)\n var selectedWeaponId = gameManager.Call(\"get_selected_weapon\").AsString();\n if (string.IsNullOrEmpty(selectedWeaponId) || selectedWeaponId == \"makarov_pm\")\n {\n // Default weapon (MakarovPM) - already equipped, nothing to do\n return;\n }\n\n // Map weapon ID to scene path and node name\n string scenePath;\n string weaponNodeName;\n switch (selectedWeaponId)\n {\n case \"m16\":\n scenePath = \"res://scenes/weapons/csharp/AssaultRifle.tscn\";\n weaponNodeName = \"AssaultRifle\";\n break;\n case \"shotgun\":\n scenePath = \"res://scenes/weapons/csharp/Shotgun.tscn\";\n weaponNodeName = \"Shotgun\";\n break;\n case \"mini_uzi\":\n scenePath = \"res://scenes/weapons/csharp/MiniUzi.tscn\";\n weaponNodeName = \"MiniUzi\";\n break;\n case \"silenced_pistol\":\n scenePath = \"res://scenes/weapons/csharp/SilencedPistol.tscn\";\n weaponNodeName = \"SilencedPistol\";\n break;\n case \"sniper\":\n scenePath = \"res://scenes/weapons/csharp/SniperRifle.tscn\";\n weaponNodeName = \"SniperRifle\";\n break;\n case \"makarov_pm\":\n scenePath = \"res://scenes/weapons/csharp/MakarovPM.tscn\";\n weaponNodeName = \"MakarovPM\";\n break;\n default:\n LogToFile($\"[Player.Weapon] Unknown weapon ID '{selectedWeaponId}', keeping default\");\n return;\n }\n\n LogToFile($\"[Player.Weapon] GameManager weapon selection: {selectedWeaponId} ({weaponNodeName})\");\n\n // Remove the default MakarovPM immediately\n var defaultWeapon = GetNodeOrNull<BaseWeapon>(\"MakarovPM\");\n if (defaultWeapon != null)\n {\n RemoveChild(defaultWeapon);\n defaultWeapon.QueueFree();\n LogToFile(\"[Player.Weapon] Removed default MakarovPM\");\n }\n CurrentWeapon = null;\n\n // Load and instantiate the selected weapon\n var weaponScene = GD.Load<PackedScene>(scenePath);\n if (weaponScene != null)\n {\n var weapon = weaponScene.Instantiate<BaseWeapon>();\n weapon.Name = weaponNodeName;\n AddChild(weapon);\n CurrentWeapon = weapon;\n LogToFile($\"[Player.Weapon] Equipped {weaponNodeName} (ammo: {weapon.CurrentAmmo}/{weapon.WeaponData?.MagazineSize ?? 0})\");\n }\n else\n {\n LogToFile($\"[Player.Weapon] ERROR: Failed to load weapon scene: {scenePath}\");\n }\n }\n\n #region Sniper Scope System\n\n /// <summary>\n /// Handles sniper scope input when the SniperRifle is equipped.\n /// RMB activates the scope for aiming beyond the viewport.\n /// Mouse wheel adjusts zoom distance while scoped.\n /// Returns true if the sniper scope consumed the RMB input.\n /// </summary>\n private bool HandleSniperScopeInput()\n {\n // Only handle scope when a SniperRifle is the current weapon\n var sniperRifle = CurrentWeapon as SniperRifle;\n if (sniperRifle == null)\n {\n return false;\n }\n\n // Handle RMB press to activate scope\n if (Input.IsActionJustPressed(\"grenade_throw\"))\n {\n // Only activate scope if not already in a grenade action\n if (_grenadeState == GrenadeState.Idle && !Input.IsActionPressed(\"grenade_prepare\"))\n {\n sniperRifle.ActivateScope();\n return true;\n }\n }\n\n // Handle RMB release to deactivate scope\n if (Input.IsActionJustReleased(\"grenade_throw\") && sniperRifle.IsScopeActive)\n {\n sniperRifle.DeactivateScope();\n return true;\n }\n\n // While scope is active, consume RMB input to prevent grenade handling\n if (sniperRifle.IsScopeActive)\n {\n return true;\n }\n\n return false;\n }\n\n /// <summary>\n /// Handles mouse wheel input for scope zoom when sniper scope is active.\n /// This is called from _UnhandledInput to capture wheel events.\n /// </summary>\n public override void _UnhandledInput(InputEvent @event)\n {\n base._UnhandledInput(@event);\n\n var sniperRifle = CurrentWeapon as SniperRifle;\n if (sniperRifle == null || !sniperRifle.IsScopeActive)\n {\n return;\n }\n\n if (@event is InputEventMouseButton mouseButton)\n {\n if (mouseButton.Pressed)\n {\n if (mouseButton.ButtonIndex == MouseButton.WheelUp)\n {\n sniperRifle.AdjustScopeZoom(1.0f);\n GetViewport().SetInputAsHandled();\n }\n else if (mouseButton.ButtonIndex == MouseButton.WheelDown)\n {\n sniperRifle.AdjustScopeZoom(-1.0f);\n GetViewport().SetInputAsHandled();\n }\n }\n }\n // Handle mouse movement for scope fine-tuning (closer/further by ~1/3 viewport)\n else if (@event is InputEventMouseMotion mouseMotion)\n {\n sniperRifle.AdjustScopeFineTune(mouseMotion.Relative);\n }\n }\n\n #endregion\n\n #region Grenade System\n\n /// <summary>\n /// Handle grenade input with either simple or complex mechanic.\n /// Simple mode (default): Hold RMB to aim with trajectory preview, release to throw.\n /// Complex mode (experimental): G + RMB drag right → hold G+RMB → release G → drag and release RMB.\n /// </summary>\n private void HandleGrenadeInput()\n {\n // Handle throw rotation animation\n HandleThrowRotationAnimation((float)GetPhysicsProcessDeltaTime());\n\n // Check for active grenade explosion (explodes in hand after 4 seconds)\n if (_activeGrenade != null && !IsInstanceValid(_activeGrenade))\n {\n // Grenade exploded while held - return arms to idle\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n ResetGrenadeState();\n return;\n }\n\n // Check if complex grenade throwing is enabled (experimental setting)\n var experimentalSettings = GetNodeOrNull(\"/root/ExperimentalSettings\");\n bool useComplexThrowing = false;\n if (experimentalSettings != null && experimentalSettings.HasMethod(\"is_complex_grenade_throwing\"))\n {\n useComplexThrowing = (bool)experimentalSettings.Call(\"is_complex_grenade_throwing\");\n }\n\n // Debug log once per state change to track mode (logged once when grenade action starts)\n if (_grenadeState == GrenadeState.Idle && (Input.IsActionJustPressed(\"grenade_throw\") || Input.IsActionJustPressed(\"grenade_prepare\")))\n {\n LogToFile($\"[Player.Grenade] Mode check: complex={useComplexThrowing}, settings_node={experimentalSettings != null}\");\n }\n\n if (useComplexThrowing)\n {\n // Complex 3-step throwing mechanic\n switch (_grenadeState)\n {\n case GrenadeState.Idle:\n HandleGrenadeIdleState();\n break;\n case GrenadeState.TimerStarted:\n HandleGrenadeTimerStartedState();\n break;\n case GrenadeState.WaitingForGRelease:\n HandleGrenadeWaitingForGReleaseState();\n break;\n case GrenadeState.Aiming:\n HandleGrenadeAimingState();\n break;\n }\n }\n else\n {\n // Simple trajectory aiming mode - uses same pin-pull mechanic (G+RMB drag)\n // but replaces mouse-velocity throwing with trajectory-to-cursor aiming\n switch (_grenadeState)\n {\n case GrenadeState.Idle:\n // Use same G+RMB drag mechanic as complex mode for pin pull (Step 1)\n HandleGrenadeIdleState();\n break;\n case GrenadeState.TimerStarted:\n // After pin is pulled, RMB starts trajectory aiming (instead of Step 2)\n HandleSimpleGrenadeTimerStartedState();\n break;\n case GrenadeState.SimpleAiming:\n // RMB held: show trajectory preview, release to throw to cursor\n HandleSimpleGrenadeAimingState();\n break;\n default:\n // If we're in a complex-mode state but simple mode is now enabled,\n // reset to allow starting fresh (handles mode switch mid-throw)\n if (_grenadeState == GrenadeState.WaitingForGRelease ||\n _grenadeState == GrenadeState.Aiming)\n {\n LogToFile($\"[Player.Grenade] Mode mismatch: resetting from complex state {_grenadeState} to IDLE\");\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n DropGrenadeAtFeet();\n }\n else\n {\n ResetGrenadeState();\n }\n }\n break;\n }\n }\n }\n\n /// <summary>\n /// Handle grenade input in Idle state.\n /// Waiting for G + RMB drag right to start timer (Step 1).\n /// </summary>\n private void HandleGrenadeIdleState()\n {\n // Start grab animation when G is first pressed (check before the is_action_pressed block)\n if (Input.IsActionJustPressed(\"grenade_prepare\") && _currentGrenades > 0)\n {\n StartGrenadeAnimPhase(GrenadeAnimPhase.GrabGrenade, AnimGrabDuration);\n LogToFile(\"[Player.Grenade] G pressed - starting grab animation\");\n }\n\n // Check if G key is held and player has grenades\n if (Input.IsActionPressed(\"grenade_prepare\") && _currentGrenades > 0)\n {\n // Check if RMB was just pressed (start of drag)\n if (Input.IsActionJustPressed(\"grenade_throw\"))\n {\n _grenadeDragStart = GetGlobalMousePosition();\n _grenadeDragActive = true;\n LogToFile($\"[Player.Grenade] Step 1 started: G held, RMB pressed at {_grenadeDragStart}\");\n }\n\n // Check if RMB was released (end of drag)\n if (_grenadeDragActive && Input.IsActionJustReleased(\"grenade_throw\"))\n {\n Vector2 dragEnd = GetGlobalMousePosition();\n Vector2 dragVector = dragEnd - _grenadeDragStart;\n\n // Check if drag was to the right and long enough\n if (dragVector.X > MinDragDistanceForStep1)\n {\n StartGrenadeTimer();\n // Start pull pin animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.PullPin, AnimPinDuration);\n LogToFile($\"[Player.Grenade] Step 1 complete! Drag: {dragVector}\");\n }\n else\n {\n LogToFile($\"[Player.Grenade] Step 1 failed: drag not far enough right ({dragVector.X} < {MinDragDistanceForStep1})\");\n }\n _grenadeDragActive = false;\n }\n }\n else\n {\n _grenadeDragActive = false;\n // If G was released and we were in grab animation, return to idle\n if (_grenadeAnimPhase == GrenadeAnimPhase.GrabGrenade)\n {\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n }\n }\n }\n\n /// <summary>\n /// Handle grenade input in TimerStarted state.\n /// Waiting for RMB to be pressed while G is held (Step 2 part 1).\n /// </summary>\n private void HandleGrenadeTimerStartedState()\n {\n // If G is released, drop grenade at feet\n if (!Input.IsActionPressed(\"grenade_prepare\"))\n {\n LogToFile(\"[Player.Grenade] G released - dropping grenade at feet\");\n DropGrenadeAtFeet();\n return;\n }\n\n // Check if RMB is pressed to enter WaitingForGRelease state\n if (Input.IsActionJustPressed(\"grenade_throw\"))\n {\n _grenadeState = GrenadeState.WaitingForGRelease;\n // Start hands approach animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.HandsApproach, AnimApproachDuration);\n LogToFile(\"[Player.Grenade] Step 2 part 1: G+RMB held - now release G to ready the throw\");\n }\n }\n\n /// <summary>\n /// Handle grenade input in WaitingForGRelease state.\n /// G+RMB are both held, waiting for G to be released (Step 2 part 2).\n /// </summary>\n private void HandleGrenadeWaitingForGReleaseState()\n {\n // If RMB is released before G, go back to TimerStarted\n if (!Input.IsActionPressed(\"grenade_throw\"))\n {\n _grenadeState = GrenadeState.TimerStarted;\n LogToFile(\"[Player.Grenade] RMB released before G - back to waiting for RMB\");\n return;\n }\n\n // If G is released while RMB is still held, enter Aiming state\n if (!Input.IsActionPressed(\"grenade_prepare\"))\n {\n _grenadeState = GrenadeState.Aiming;\n _grenadeDragStart = GetGlobalMousePosition();\n _prevMousePos = _grenadeDragStart;\n // Initialize velocity tracking for realistic throwing\n _mouseVelocityHistory.Clear();\n _currentMouseVelocity = Vector2.Zero;\n _totalSwingDistance = 0.0f;\n _prevFrameTime = Time.GetTicksMsec() / 1000.0;\n // Start transfer animation (grenade to throwing hand)\n StartGrenadeAnimPhase(GrenadeAnimPhase.Transfer, AnimTransferDuration);\n LogToFile(\"[Player.Grenade] Step 2 complete: G released, RMB held - now aiming (velocity-based throwing enabled)\");\n }\n }\n\n /// <summary>\n /// Handle grenade input in Aiming state.\n /// Only RMB is held (G was released), waiting for drag and release to throw.\n /// </summary>\n private void HandleGrenadeAimingState()\n {\n // In this state, G is already released (that's how we got here)\n // We only care about RMB\n\n // Transition from transfer to wind-up after transfer completes\n if (_grenadeAnimPhase == GrenadeAnimPhase.Transfer && _grenadeAnimTimer <= 0)\n {\n StartGrenadeAnimPhase(GrenadeAnimPhase.WindUp, 0); // Wind-up is continuous\n LogToFile(\"[Player.Grenade.Anim] Entered wind-up phase\");\n }\n\n // Update wind-up intensity while in wind-up phase\n if (_grenadeAnimPhase == GrenadeAnimPhase.WindUp)\n {\n UpdateWindUpIntensity();\n }\n\n // Request redraw for debug trajectory visualization\n if (_debugModeEnabled)\n {\n QueueRedraw();\n }\n\n // If RMB is released, throw the grenade\n if (Input.IsActionJustReleased(\"grenade_throw\"))\n {\n // Start throw animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.Throw, AnimThrowDuration);\n Vector2 dragEnd = GetGlobalMousePosition();\n ThrowGrenade(dragEnd);\n }\n }\n\n #region Simple Grenade Throwing Mode\n\n /// <summary>\n /// Handle TIMER_STARTED state for simple grenade throwing mode.\n /// After pin is pulled (G+RMB drag), wait for RMB to start trajectory aiming.\n /// If G is released, drop grenade at feet.\n /// </summary>\n private void HandleSimpleGrenadeTimerStartedState()\n {\n // Make grenade follow player while G is held\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n _activeGrenade.GlobalPosition = GlobalPosition;\n }\n\n // If G is released, drop grenade at feet\n if (!Input.IsActionPressed(\"grenade_prepare\"))\n {\n LogToFile(\"[Player.Grenade.Simple] G released - dropping grenade at feet\");\n DropGrenadeAtFeet();\n return;\n }\n\n // Check if RMB is pressed to enter SimpleAiming state\n if (Input.IsActionJustPressed(\"grenade_throw\"))\n {\n _grenadeState = GrenadeState.SimpleAiming;\n _isPreparingGrenade = true;\n // Store initial mouse position for aiming\n _aimDragStart = GetGlobalMousePosition();\n // Start hands approach animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.HandsApproach, AnimApproachDuration);\n LogToFile(\"[Player.Grenade.Simple] RMB pressed after pin pull - starting trajectory aiming\");\n }\n }\n\n /// <summary>\n /// Handle SIMPLE_AIMING state: RMB held, showing trajectory preview.\n /// Cursor position = landing point. Release RMB to throw.\n /// G can be released while RMB is held - grenade stays ready.\n /// </summary>\n private void HandleSimpleGrenadeAimingState()\n {\n // Request redraw for trajectory visualization (always show in simple mode)\n QueueRedraw();\n\n // Make grenade follow player\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n _activeGrenade.GlobalPosition = GlobalPosition;\n }\n\n // Update arm animation based on wind-up\n UpdateSimpleWindUpAnimation();\n\n // If animation phases need to transition\n if (_grenadeAnimPhase == GrenadeAnimPhase.HandsApproach && _grenadeAnimTimer <= 0)\n {\n _grenadeAnimPhase = GrenadeAnimPhase.WindUp;\n }\n\n // Check for RMB release - throw the grenade!\n if (Input.IsActionJustReleased(\"grenade_throw\"))\n {\n ThrowSimpleGrenade();\n }\n\n // Check for cancellation (if grenade was somehow destroyed)\n if (_activeGrenade == null || !IsInstanceValid(_activeGrenade))\n {\n ResetGrenadeState();\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n }\n }\n\n /// <summary>\n /// Update wind-up animation based on distance from player to cursor.\n /// </summary>\n private void UpdateSimpleWindUpAnimation()\n {\n Vector2 currentMouse = GetGlobalMousePosition();\n float distance = GlobalPosition.DistanceTo(currentMouse);\n\n // Calculate wind-up intensity based on distance (0-500 pixels = 0-1 intensity)\n const float maxDistance = 500.0f;\n _windUpIntensity = Mathf.Clamp(distance / maxDistance, 0.0f, 1.0f);\n }\n\n /// <summary>\n /// Throw the grenade in simple mode.\n /// Direction and distance based on cursor position relative to player.\n /// </summary>\n private void ThrowSimpleGrenade()\n {\n if (_activeGrenade == null || !IsInstanceValid(_activeGrenade))\n {\n LogToFile(\"[Player.Grenade.Simple] Cannot throw: no active grenade\");\n ResetGrenadeState();\n return;\n }\n\n Vector2 targetPos = GetGlobalMousePosition();\n Vector2 toTarget = targetPos - GlobalPosition;\n\n // Calculate throw direction\n Vector2 throwDirection = toTarget.Length() > 10.0f ? toTarget.Normalized() : new Vector2(1, 0);\n\n // FIX for issue #398: Account for spawn offset in distance calculation\n // The grenade starts 60 pixels ahead of the player in the throw direction,\n // so we need to calculate distance from spawn position to target, not from player to target\n const float spawnOffset = 60.0f;\n Vector2 spawnPosition = GlobalPosition + throwDirection * spawnOffset;\n float throwDistance = (targetPos - spawnPosition).Length();\n\n // Ensure minimum throw distance\n if (throwDistance < 10.0f) throwDistance = 10.0f;\n\n // Get grenade's actual physics properties for accurate calculation\n // FIX for issue #398: Use actual grenade properties instead of hardcoded values\n float groundFriction = 300.0f; // Default\n float maxThrowSpeed = 850.0f; // Default\n if (_activeGrenade.Get(\"ground_friction\").VariantType != Variant.Type.Nil)\n {\n groundFriction = (float)_activeGrenade.Get(\"ground_friction\");\n }\n if (_activeGrenade.Get(\"max_throw_speed\").VariantType != Variant.Type.Nil)\n {\n maxThrowSpeed = (float)_activeGrenade.Get(\"max_throw_speed\");\n }\n\n // Calculate throw speed needed to reach target (using physics)\n // Distance = v^2 / (2 * friction) → v = sqrt(2 * friction * distance)\n // FIX for issue #428: Apply 16% compensation factor to account for:\n // 1. Discrete time integration error from Godot's 60 FPS Euler integration (~0.8%)\n // 2. Additional physics damping effects in Godot's RigidBody2D (~12.5%)\n // Empirically tested: grenades travel ~86% of calculated distance without compensation.\n // Factor of 1.16 (≈ 1/0.86) brings actual landing position to match target cursor position.\n const float physicsCompensationFactor = 1.16f;\n float requiredSpeed = Mathf.Sqrt(2.0f * groundFriction * throwDistance * physicsCompensationFactor);\n\n // Clamp to grenade's max throw speed\n float throwSpeed = Mathf.Min(requiredSpeed, maxThrowSpeed);\n\n // Calculate actual landing distance with clamped speed (for logging)\n float actualDistance = (throwSpeed * throwSpeed) / (2.0f * groundFriction);\n\n LogToFile($\"[Player.Grenade.Simple] Throwing! Target: {targetPos}, Distance: {actualDistance:F1}, Speed: {throwSpeed:F1}, Friction: {groundFriction:F1}\");\n\n // Rotate player to face throw direction\n RotatePlayerForThrow(throwDirection);\n\n // Calculate safe spawn position with wall check\n Vector2 intendedSpawnPosition = GlobalPosition + throwDirection * spawnOffset;\n Vector2 safeSpawnPosition = GetSafeGrenadeSpawnPosition(GlobalPosition, intendedSpawnPosition, throwDirection);\n\n // FIX for issue #398: Set grenade position to spawn point BEFORE throwing\n // The grenade follows the player during aiming at GlobalPosition,\n // but the distance calculation assumes it starts from spawnPosition (60px ahead).\n // Without this fix, the grenade lands ~60px short of the target.\n _activeGrenade.GlobalPosition = safeSpawnPosition;\n\n // FIX for Issue #432: Mark grenade as thrown BEFORE unfreezing to avoid race condition.\n // If MarkAsThrown() is called after unfreezing, the BodyEntered signal could fire\n // before IsThrown is set, causing impact detection to fail.\n var grenadeTimer = _activeGrenade.GetNodeOrNull<GrenadeTimer>(\"GrenadeTimer\");\n if (grenadeTimer != null)\n {\n grenadeTimer.MarkAsThrown();\n }\n\n // Unfreeze and throw the grenade\n _activeGrenade.Freeze = false;\n\n // FIX for Issue #432: ALWAYS set velocity directly in C# as primary mechanism.\n // GDScript methods called via Call() may silently fail in exported builds,\n // causing grenades to fly infinitely (no velocity set) or not move at all.\n // By setting velocity directly in C#, we guarantee the grenade moves correctly.\n _activeGrenade.LinearVelocity = throwDirection * throwSpeed;\n _activeGrenade.Rotation = throwDirection.Angle();\n\n LogToFile($\"[Player.Grenade.Simple] C# set velocity directly: dir={throwDirection}, speed={throwSpeed:F1}, spawn={safeSpawnPosition}\");\n\n // Also try to call GDScript method for any additional setup it might do\n // (visual effects, sound, etc.), but the velocity is already set above\n if (_activeGrenade.HasMethod(\"throw_grenade_simple\"))\n {\n _activeGrenade.Call(\"throw_grenade_simple\", throwDirection, throwSpeed);\n }\n\n // Start throw animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.Throw, AnimThrowDuration);\n\n // Emit signal and play sound\n EmitSignal(SignalName.GrenadeThrown);\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_grenade_throw\"))\n {\n audioManager.Call(\"play_grenade_throw\", GlobalPosition);\n }\n\n LogToFile(\"[Player.Grenade.Simple] Grenade thrown!\");\n\n // Reset state\n ResetGrenadeState();\n }\n\n #endregion\n\n /// <summary>\n /// Start the grenade timer (step 1 complete - pin pulled).\n /// Creates the grenade instance and starts its 4-second fuse.\n /// </summary>\n private void StartGrenadeTimer()\n {\n if (_currentGrenades <= 0)\n {\n LogToFile(\"[Player.Grenade] Cannot start timer: no grenades\");\n return;\n }\n\n if (GrenadeScene == null)\n {\n LogToFile(\"[Player.Grenade] Cannot start timer: GrenadeScene is null\");\n return;\n }\n\n // Create grenade instance (held by player)\n _activeGrenade = GrenadeScene.Instantiate<RigidBody2D>();\n if (_activeGrenade == null)\n {\n LogToFile(\"[Player.Grenade] Failed to instantiate grenade scene\");\n return;\n }\n\n // Add grenade to scene first (must be in tree before setting GlobalPosition)\n GetTree().CurrentScene.AddChild(_activeGrenade);\n\n // FIX for Issue #432 (activation position bug): Freeze the grenade IMMEDIATELY after creation.\n // This MUST happen before setting position to prevent physics engine interference.\n // Root cause: GDScript _ready() sets freeze=true, but GDScript doesn't run in exports!\n // Without this fix, the physics engine can move the unfrozen grenade while player moves,\n // causing the grenade to be thrown from the activation position instead of player's current position.\n // See commit 60f7cae for original fix and docs/case-studies/issue-183/ for detailed analysis.\n _activeGrenade.FreezeMode = RigidBody2D.FreezeModeEnum.Kinematic;\n _activeGrenade.Freeze = true;\n\n // Set position AFTER AddChild and AFTER freezing (GlobalPosition only works when node is in the scene tree)\n _activeGrenade.GlobalPosition = GlobalPosition;\n\n // FIX for Issue #432: Add C# GrenadeTimer component for reliable explosion handling.\n // GDScript methods called via Call() may silently fail in exports, causing grenades\n // to fly infinitely without exploding. This C# component provides a reliable fallback.\n AddGrenadeTimerComponent(_activeGrenade);\n\n // Activate the grenade timer (starts 4s countdown)\n // Try GDScript first, but C# GrenadeTimer will handle it if this fails\n if (_activeGrenade.HasMethod(\"activate_timer\"))\n {\n _activeGrenade.Call(\"activate_timer\");\n }\n // Also activate C# timer as reliable fallback\n var grenadeTimer = _activeGrenade.GetNodeOrNull<GrenadeTimer>(\"GrenadeTimer\");\n if (grenadeTimer != null)\n {\n grenadeTimer.ActivateTimer();\n }\n\n _grenadeState = GrenadeState.TimerStarted;\n\n // Decrement grenade count now (pin is pulled) - but not on tutorial level (infinite)\n if (!_isTutorialLevel)\n {\n _currentGrenades--;\n }\n EmitSignal(SignalName.GrenadeChanged, _currentGrenades, MaxGrenades);\n\n // Play grenade prepare sound\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_grenade_prepare\"))\n {\n audioManager.Call(\"play_grenade_prepare\", GlobalPosition);\n }\n\n LogToFile($\"[Player.Grenade] Timer started, grenade created at {GlobalPosition}\");\n }\n\n /// <summary>\n /// Add C# GrenadeTimer component to grenade for reliable explosion handling.\n /// FIX for Issue #432: GDScript methods called via Call() may silently fail in exports.\n /// </summary>\n private void AddGrenadeTimerComponent(RigidBody2D grenade)\n {\n // Determine grenade type from scene name\n var grenadeType = GrenadeTimer.GrenadeType.Flashbang;\n var scenePath = grenade.SceneFilePath;\n if (scenePath.Contains(\"Frag\", StringComparison.OrdinalIgnoreCase))\n {\n grenadeType = GrenadeTimer.GrenadeType.Frag;\n }\n\n // Create and configure the GrenadeTimer component\n var timer = new GrenadeTimer();\n timer.Name = \"GrenadeTimer\";\n timer.Type = grenadeType;\n\n // Copy relevant properties from grenade (if they exist as exported properties)\n if (grenade.HasMeta(\"fuse_time\") || grenade.Get(\"fuse_time\").VariantType != Variant.Type.Nil)\n {\n timer.FuseTime = (float)grenade.Get(\"fuse_time\");\n }\n if (grenade.HasMeta(\"effect_radius\") || grenade.Get(\"effect_radius\").VariantType != Variant.Type.Nil)\n {\n timer.EffectRadius = (float)grenade.Get(\"effect_radius\");\n }\n if (grenade.HasMeta(\"explosion_damage\") || grenade.Get(\"explosion_damage\").VariantType != Variant.Type.Nil)\n {\n timer.ExplosionDamage = (int)grenade.Get(\"explosion_damage\");\n }\n if (grenade.HasMeta(\"blindness_duration\") || grenade.Get(\"blindness_duration\").VariantType != Variant.Type.Nil)\n {\n timer.BlindnessDuration = (float)grenade.Get(\"blindness_duration\");\n }\n if (grenade.HasMeta(\"stun_duration\") || grenade.Get(\"stun_duration\").VariantType != Variant.Type.Nil)\n {\n timer.StunDuration = (float)grenade.Get(\"stun_duration\");\n }\n // FIX for Issue #432: Copy ground_friction for C# friction handling\n // GDScript _physics_process() may not run in exports, so we need C# to apply friction\n if (grenade.HasMeta(\"ground_friction\") || grenade.Get(\"ground_friction\").VariantType != Variant.Type.Nil)\n {\n timer.GroundFriction = (float)grenade.Get(\"ground_friction\");\n }\n\n // FIX for Issue #432: Apply type-based defaults BEFORE adding to scene.\n // GDScript Get() calls may fail silently in exported builds, leaving us with\n // incorrect values (e.g., Frag grenade using Flashbang's 400 radius instead of 225).\n timer.SetTypeBasedDefaults();\n\n // Add the timer component to the grenade\n grenade.AddChild(timer);\n LogToFile($\"[Player.Grenade] Added GrenadeTimer component (type: {grenadeType})\");\n }\n\n /// <summary>\n /// Drop the grenade at player's feet (when G is released before throwing).\n /// </summary>\n private void DropGrenadeAtFeet()\n {\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n // Set position to current player position before unfreezing\n _activeGrenade.GlobalPosition = GlobalPosition;\n // Unfreeze the grenade so physics works and it can explode\n _activeGrenade.Freeze = false;\n // The grenade stays where it is (at player's feet)\n LogToFile($\"[Player.Grenade] Grenade dropped at feet at {_activeGrenade.GlobalPosition} (unfrozen)\");\n }\n // Start return animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n ResetGrenadeState();\n }\n\n /// <summary>\n /// Reset grenade state to idle.\n /// </summary>\n private void ResetGrenadeState()\n {\n _grenadeState = GrenadeState.Idle;\n _grenadeDragActive = false;\n _grenadeDragStart = Vector2.Zero;\n // Don't null out _activeGrenade - it's now an independent object in the scene\n _activeGrenade = null;\n // Reset wind-up intensity\n _windUpIntensity = 0.0f;\n // Reset velocity tracking for next throw\n _mouseVelocityHistory.Clear();\n _currentMouseVelocity = Vector2.Zero;\n _totalSwingDistance = 0.0f;\n LogToFile(\"[Player.Grenade] State reset to IDLE\");\n }\n\n /// <summary>\n /// Sensitivity multiplier for throw distance calculation.\n /// Higher value = farther throw for same drag distance.\n /// Must match the value used in debug visualization.\n /// </summary>\n private const float ThrowSensitivityMultiplier = 9.0f;\n\n /// <summary>\n /// Throw the grenade using realistic velocity-based physics.\n /// The throw velocity is determined by mouse velocity at release moment, not drag distance.\n /// FIX for issue #313: Direction is now determined by MOUSE VELOCITY (how user moves the mouse)\n /// with snapping to 4 cardinal directions to compensate for imprecise human mouse movement.\n /// </summary>\n /// <param name=\"dragEnd\">The end position of the drag (used for direction fallback).</param>\n private void ThrowGrenade(Vector2 dragEnd)\n {\n if (_activeGrenade == null || !IsInstanceValid(_activeGrenade))\n {\n LogToFile(\"[Player.Grenade] Cannot throw: no active grenade\");\n ResetGrenadeState();\n return;\n }\n\n // Get the mouse velocity at moment of release (for determining throw speed AND direction)\n Vector2 releaseVelocity = _currentMouseVelocity;\n float velocityMagnitude = releaseVelocity.Length();\n\n // FIX for issue #313: Use MOUSE VELOCITY DIRECTION (how the mouse is MOVING)\n // User requirement: grenade flies in the direction the mouse is moving at release\n // NOT toward where the mouse cursor is positioned\n // Example: If user moves mouse DOWN, grenade flies DOWN (regardless of where cursor is)\n Vector2 throwDirection;\n\n if (velocityMagnitude > 10.0f)\n {\n // Primary direction: the direction the mouse is MOVING (velocity direction)\n // FIX for issue #313 v4: Snap to 8 directions (4 cardinal + 4 diagonal)\n // This compensates for imprecise human mouse movement while allowing diagonal throws\n Vector2 rawDirection = releaseVelocity.Normalized();\n throwDirection = SnapToOctantDirection(rawDirection);\n LogToFile($\"[Player.Grenade] Raw direction: {rawDirection}, Snapped direction: {throwDirection}\");\n }\n else\n {\n // Fallback when mouse is not moving - use player-to-mouse as fallback direction\n // FIX for issue #313 v4: Also snap fallback to 8 directions\n Vector2 playerToMouse = dragEnd - GlobalPosition;\n if (playerToMouse.Length() > 10.0f)\n {\n throwDirection = SnapToOctantDirection(playerToMouse.Normalized());\n }\n else\n {\n throwDirection = new Vector2(1, 0); // Default direction (right)\n }\n // FIX for issue #313 v4: When velocity is 0, use a minimum throw speed\n // This prevents grenade from getting \"stuck\" when user stops mouse before release\n float minFallbackVelocity = 2000.0f; // Minimum velocity to ensure grenade travels\n velocityMagnitude = minFallbackVelocity;\n LogToFile($\"[Player.Grenade] Fallback mode: Using minimum velocity {minFallbackVelocity:F1} px/s\");\n }\n\n LogToFile($\"[Player.Grenade] Throwing in mouse velocity direction! Direction: {throwDirection}, Mouse velocity: {velocityMagnitude:F1} px/s, Swing: {_totalSwingDistance:F1}\");\n\n // Rotate player to face throw direction (prevents grenade hitting player when throwing upward)\n RotatePlayerForThrow(throwDirection);\n\n // Calculate intended spawn position (60px in front of player in throw direction)\n float spawnOffset = 60.0f;\n Vector2 intendedSpawnPosition = GlobalPosition + throwDirection * spawnOffset;\n\n // FIXED: Raycast check to prevent spawning grenade behind/inside walls\n // This fixes grenades passing through walls when thrown at close range (\"в упор\")\n Vector2 spawnPosition = GetSafeGrenadeSpawnPosition(GlobalPosition, intendedSpawnPosition, throwDirection);\n _activeGrenade.GlobalPosition = spawnPosition;\n\n // FIX for Issue #432: ALWAYS set velocity directly in C# as primary mechanism.\n // GDScript methods called via Call() may silently fail in exported builds.\n // Calculate throw speed using the same formula as GDScript\n float multiplier = 0.5f;\n float minSwing = 80.0f;\n float maxSpeed = 850.0f;\n float swingTransfer = Mathf.Clamp(_totalSwingDistance / minSwing, 0.0f, 0.65f);\n float finalSpeed = Mathf.Min(velocityMagnitude * multiplier * (0.35f + swingTransfer), maxSpeed);\n\n // FIX for Issue #432: Mark grenade as thrown BEFORE unfreezing to avoid race condition.\n // If MarkAsThrown() is called after unfreezing, the BodyEntered signal could fire\n // before IsThrown is set, causing impact detection to fail.\n var grenadeTimer = _activeGrenade.GetNodeOrNull<GrenadeTimer>(\"GrenadeTimer\");\n if (grenadeTimer != null)\n {\n grenadeTimer.MarkAsThrown();\n }\n\n // Unfreeze and set velocity directly\n _activeGrenade.Freeze = false;\n _activeGrenade.LinearVelocity = throwDirection * finalSpeed;\n _activeGrenade.Rotation = throwDirection.Angle();\n\n LogToFile($\"[Player.Grenade] C# set velocity directly: dir={throwDirection}, speed={finalSpeed:F1}, spawn={spawnPosition}\");\n\n // Also try to call GDScript method for any additional setup\n if (_activeGrenade.HasMethod(\"throw_grenade_with_direction\"))\n {\n _activeGrenade.Call(\"throw_grenade_with_direction\", throwDirection, velocityMagnitude, _totalSwingDistance);\n }\n else if (_activeGrenade.HasMethod(\"throw_grenade_velocity_based\"))\n {\n Vector2 directionalVelocity = throwDirection * velocityMagnitude;\n _activeGrenade.Call(\"throw_grenade_velocity_based\", directionalVelocity, _totalSwingDistance);\n }\n else if (_activeGrenade.HasMethod(\"throw_grenade\"))\n {\n float legacyDistance = velocityMagnitude * 0.5f;\n _activeGrenade.Call(\"throw_grenade\", throwDirection, legacyDistance);\n }\n\n // Emit signal\n EmitSignal(SignalName.GrenadeThrown);\n\n // Play grenade throw sound\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_grenade_throw\"))\n {\n audioManager.Call(\"play_grenade_throw\", GlobalPosition);\n }\n\n LogToFile($\"[Player.Grenade] Thrown! Velocity: {velocityMagnitude:F1}, Swing: {_totalSwingDistance:F1}\");\n\n // Reset state (grenade is now independent)\n ResetGrenadeState();\n }\n\n /// <summary>\n /// Rotate player to face throw direction (with swing animation).\n /// Prevents grenade from hitting player when throwing upward.\n /// </summary>\n /// <param name=\"throwDirection\">The direction of the throw.</param>\n private void RotatePlayerForThrow(Vector2 throwDirection)\n {\n // Store current rotation to restore later\n _playerRotationBeforeThrow = Rotation;\n\n // Calculate target rotation (face throw direction)\n _throwTargetRotation = throwDirection.Angle();\n\n // Apply rotation immediately\n Rotation = _throwTargetRotation;\n\n // Start restore timer\n _isThrowRotating = true;\n _throwRotationRestoreTimer = ThrowRotationDuration;\n\n LogToFile($\"[Player.Grenade] Player rotated for throw: {_playerRotationBeforeThrow} -> {_throwTargetRotation}\");\n }\n\n /// <summary>\n /// Handle throw rotation animation - restore player rotation after throw.\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n private void HandleThrowRotationAnimation(float delta)\n {\n if (!_isThrowRotating)\n {\n return;\n }\n\n _throwRotationRestoreTimer -= delta;\n if (_throwRotationRestoreTimer <= 0)\n {\n // Restore original rotation\n Rotation = _playerRotationBeforeThrow;\n _isThrowRotating = false;\n LogToFile($\"[Player.Grenade] Player rotation restored to {_playerRotationBeforeThrow}\");\n }\n }\n\n /// <summary>\n /// Get a safe spawn position for the grenade that doesn't spawn behind/inside walls.\n /// Uses raycast from player position to intended spawn position to detect walls.\n /// If a wall is detected, spawns the grenade just before the wall (5px safety margin).\n /// </summary>\n /// <param name=\"fromPos\">The player's current position.</param>\n /// <param name=\"intendedPos\">The intended spawn position (player + offset in throw direction).</param>\n /// <param name=\"throwDirection\">The normalized throw direction.</param>\n /// <returns>The safe spawn position for the grenade.</returns>\n private Vector2 GetSafeGrenadeSpawnPosition(Vector2 fromPos, Vector2 intendedPos, Vector2 throwDirection)\n {\n // Get physics space state for raycasting\n var spaceState = GetWorld2D().DirectSpaceState;\n if (spaceState == null)\n {\n LogToFile(\"[Player.Grenade] Warning: Could not get DirectSpaceState for raycast\");\n return intendedPos;\n }\n\n // Create raycast query from player to intended spawn position\n // Collision mask 4 = obstacles layer (walls)\n var query = PhysicsRayQueryParameters2D.Create(fromPos, intendedPos, 4);\n query.Exclude = new Godot.Collections.Array<Rid> { GetRid() }; // Exclude self\n\n var result = spaceState.IntersectRay(query);\n\n // If no wall detected, use intended position\n if (result.Count == 0)\n {\n return intendedPos;\n }\n\n // Wall detected! Calculate safe position (5px before the wall)\n Vector2 wallPosition = (Vector2)result[\"position\"];\n string colliderName = \"Unknown\";\n if (result.ContainsKey(\"collider\"))\n {\n var collider = result[\"collider\"].AsGodotObject();\n if (collider is Node node)\n {\n colliderName = node.Name;\n }\n }\n\n float distanceToWall = fromPos.DistanceTo(wallPosition);\n float safeDistance = Mathf.Max(distanceToWall - 5.0f, 10.0f); // At least 10px from player\n Vector2 safePosition = fromPos + throwDirection * safeDistance;\n\n LogToFile($\"[Player.Grenade] Wall detected at {wallPosition} (collider: {colliderName})! Adjusting spawn from {intendedPos} to {safePosition}\");\n\n return safePosition;\n }\n\n /// <summary>\n /// FIX for issue #313 v4: Snap raw mouse velocity direction to the nearest of 8 directions.\n /// This compensates for imprecise human mouse movement while allowing diagonal throws.\n ///\n /// Uses 8 directions (45° sectors each):\n /// - RIGHT (0°): 0°\n /// - DOWN-RIGHT (45°): 45°\n /// - DOWN (90°): 90°\n /// - DOWN-LEFT (135°): 135°\n /// - LEFT (180°): 180°\n /// - UP-LEFT (-135°): -135°\n /// - UP (-90°): -90°\n /// - UP-RIGHT (-45°): -45°\n /// </summary>\n /// <param name=\"rawDirection\">The raw normalized direction from mouse velocity.</param>\n /// <returns>The snapped direction (one of 8 unit vectors).</returns>\n private Vector2 SnapToOctantDirection(Vector2 rawDirection)\n {\n float angle = rawDirection.Angle(); // Returns angle in radians (-PI to PI)\n float sectorSize = Mathf.Pi / 4.0f; // 45 degrees per sector (8 directions)\n int sectorIndex = Mathf.RoundToInt(angle / sectorSize);\n float snappedAngle = sectorIndex * sectorSize;\n return new Vector2(Mathf.Cos(snappedAngle), Mathf.Sin(snappedAngle));\n }\n\n /// <summary>\n /// Get current grenade count.\n /// </summary>\n public int GetCurrentGrenades()\n {\n return _currentGrenades;\n }\n\n /// <summary>\n /// Get maximum grenade count.\n /// </summary>\n public int GetMaxGrenades()\n {\n return MaxGrenades;\n }\n\n /// <summary>\n /// Add grenades to inventory (e.g., from pickup).\n /// </summary>\n /// <param name=\"count\">Number of grenades to add.</param>\n public void AddGrenades(int count)\n {\n _currentGrenades = Mathf.Min(_currentGrenades + count, MaxGrenades);\n EmitSignal(SignalName.GrenadeChanged, _currentGrenades, MaxGrenades);\n }\n\n /// <summary>\n /// Check if player is preparing to throw a grenade.\n /// </summary>\n public bool IsPreparingGrenade()\n {\n return _grenadeState != GrenadeState.Idle;\n }\n\n #endregion\n\n #region Grenade Animation Methods\n\n /// <summary>\n /// Start a new grenade animation phase.\n /// </summary>\n /// <param name=\"phase\">The GrenadeAnimPhase to transition to.</param>\n /// <param name=\"duration\">How long this phase should last (for timed phases).</param>\n private void StartGrenadeAnimPhase(GrenadeAnimPhase phase, float duration)\n {\n _grenadeAnimPhase = phase;\n _grenadeAnimTimer = duration;\n _grenadeAnimDuration = duration;\n\n // Enable weapon sling when handling grenade\n if (phase != GrenadeAnimPhase.None && phase != GrenadeAnimPhase.ReturnIdle)\n {\n _weaponSlung = true;\n }\n // RETURN_IDLE will unset _weaponSlung when animation completes\n\n LogToFile($\"[Player.Grenade.Anim] Phase changed to: {phase} (duration: {duration:F2}s)\");\n }\n\n /// <summary>\n /// Update grenade animation based on current phase.\n /// Called every frame from _PhysicsProcess.\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n private void UpdateGrenadeAnimation(float delta)\n {\n // Early exit if no animation active\n if (_grenadeAnimPhase == GrenadeAnimPhase.None)\n {\n // Restore normal z-index when not animating\n RestoreArmZIndex();\n return;\n }\n\n // Update phase timer\n if (_grenadeAnimTimer > 0)\n {\n _grenadeAnimTimer -= delta;\n }\n\n // Calculate animation progress (0.0 to 1.0)\n float progress = 1.0f;\n if (_grenadeAnimDuration > 0)\n {\n progress = Mathf.Clamp(1.0f - (_grenadeAnimTimer / _grenadeAnimDuration), 0.0f, 1.0f);\n }\n\n // Calculate target positions based on current phase\n Vector2 leftArmTarget = _baseLeftArmPos;\n Vector2 rightArmTarget = _baseRightArmPos;\n float leftArmRot = 0.0f;\n float rightArmRot = 0.0f;\n float lerpSpeed = AnimLerpSpeed * delta;\n\n // Set arms to lower z-index during grenade operations (below weapon)\n // This ensures arms appear below the weapon as user requested\n SetGrenadeAnimZIndex();\n\n switch (_grenadeAnimPhase)\n {\n case GrenadeAnimPhase.GrabGrenade:\n // Left arm moves back to shoulder/chest area (away from weapon) to grab grenade\n // Large negative X offset pulls the arm from weapon front (x=24) toward body (x~5)\n leftArmTarget = _baseLeftArmPos + ArmLeftChest;\n leftArmRot = Mathf.DegToRad(ArmRotGrab);\n lerpSpeed = AnimLerpSpeedFast * delta;\n break;\n\n case GrenadeAnimPhase.PullPin:\n // Left hand holds grenade at chest level, right hand pulls pin\n leftArmTarget = _baseLeftArmPos + ArmLeftExtended;\n leftArmRot = Mathf.DegToRad(ArmRotLeftAtChest);\n rightArmTarget = _baseRightArmPos + ArmRightPin;\n rightArmRot = Mathf.DegToRad(ArmRotPinPull);\n lerpSpeed = AnimLerpSpeedFast * delta;\n break;\n\n case GrenadeAnimPhase.HandsApproach:\n // Both hands at chest level, preparing for transfer\n leftArmTarget = _baseLeftArmPos + ArmLeftExtended;\n leftArmRot = Mathf.DegToRad(ArmRotLeftAtChest);\n rightArmTarget = _baseRightArmPos + ArmRightApproach;\n break;\n\n case GrenadeAnimPhase.Transfer:\n // Left arm drops back toward body, right hand takes grenade\n leftArmTarget = _baseLeftArmPos + ArmLeftTransfer;\n leftArmRot = Mathf.DegToRad(ArmRotLeftRelaxed * 0.5f);\n rightArmTarget = _baseRightArmPos + ArmRightHold;\n lerpSpeed = AnimLerpSpeed * delta;\n break;\n\n case GrenadeAnimPhase.WindUp:\n // LEFT ARM: Fully retracted to shoulder/body area, hangs at side\n // This is the key position - arm must be clearly NOT on the weapon\n leftArmTarget = _baseLeftArmPos + ArmLeftRelaxed;\n leftArmRot = Mathf.DegToRad(ArmRotLeftRelaxed);\n // RIGHT ARM: Interpolate between min and max wind-up based on intensity\n Vector2 windUpOffset = ArmRightWindMin.Lerp(ArmRightWindMax, _windUpIntensity);\n rightArmTarget = _baseRightArmPos + windUpOffset;\n float windUpRot = Mathf.Lerp(ArmRotWindMin, ArmRotWindMax, _windUpIntensity);\n rightArmRot = Mathf.DegToRad(windUpRot);\n lerpSpeed = AnimLerpSpeedFast * delta; // Responsive to input\n break;\n\n case GrenadeAnimPhase.Throw:\n // Throwing motion - right arm swings forward, left stays at body\n leftArmTarget = _baseLeftArmPos + ArmLeftRelaxed;\n leftArmRot = Mathf.DegToRad(ArmRotLeftRelaxed);\n rightArmTarget = _baseRightArmPos + ArmRightThrow;\n rightArmRot = Mathf.DegToRad(ArmRotThrow);\n lerpSpeed = AnimLerpSpeedFast * delta;\n\n // When throw animation completes, transition to return\n if (_grenadeAnimTimer <= 0)\n {\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n }\n break;\n\n case GrenadeAnimPhase.ReturnIdle:\n // Arms returning to base positions (back to holding weapon)\n leftArmTarget = _baseLeftArmPos;\n rightArmTarget = _baseRightArmPos;\n lerpSpeed = AnimLerpSpeed * delta;\n\n // When return animation completes, end animation\n if (_grenadeAnimTimer <= 0)\n {\n _grenadeAnimPhase = GrenadeAnimPhase.None;\n _weaponSlung = false;\n RestoreArmZIndex();\n LogToFile(\"[Player.Grenade.Anim] Animation complete, returning to normal\");\n }\n break;\n }\n\n // Apply arm positions with smooth interpolation\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Position = _leftArmSprite.Position.Lerp(leftArmTarget, lerpSpeed);\n _leftArmSprite.Rotation = Mathf.Lerp(_leftArmSprite.Rotation, leftArmRot, lerpSpeed);\n }\n\n if (_rightArmSprite != null)\n {\n _rightArmSprite.Position = _rightArmSprite.Position.Lerp(rightArmTarget, lerpSpeed);\n _rightArmSprite.Rotation = Mathf.Lerp(_rightArmSprite.Rotation, rightArmRot, lerpSpeed);\n }\n\n // Update weapon sling animation\n UpdateWeaponSling(delta);\n }\n\n /// <summary>\n /// Set arm z-index for grenade animation (arms below weapon).\n /// </summary>\n private void SetGrenadeAnimZIndex()\n {\n // During grenade operations, arms should appear below the weapon\n // Weapon has z_index = 1, so set arms to 0\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 0;\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 0;\n }\n }\n\n /// <summary>\n /// Restore normal arm z-index (arms above weapon for normal aiming).\n /// </summary>\n private void RestoreArmZIndex()\n {\n // Normal state: arms at z_index 2 (between body and head)\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 2;\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 2;\n }\n }\n\n /// <summary>\n /// Update weapon sling position (lower weapon when handling grenade).\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n private void UpdateWeaponSling(float delta)\n {\n if (_weaponMount == null)\n {\n return;\n }\n\n Vector2 targetPos = _baseWeaponMountPos;\n float targetRot = _baseWeaponMountRot;\n\n if (_weaponSlung)\n {\n // Lower weapon to chest/sling position\n targetPos = _baseWeaponMountPos + WeaponSlingOffset;\n targetRot = _baseWeaponMountRot + WeaponSlingRotation;\n }\n\n float lerpSpeed = AnimLerpSpeed * delta;\n _weaponMount.Position = _weaponMount.Position.Lerp(targetPos, lerpSpeed);\n _weaponMount.Rotation = Mathf.Lerp(_weaponMount.Rotation, targetRot, lerpSpeed);\n }\n\n /// <summary>\n /// Update wind-up intensity and track mouse velocity during aiming.\n /// Uses velocity-based physics for realistic throwing.\n /// </summary>\n private void UpdateWindUpIntensity()\n {\n Vector2 currentMouse = GetGlobalMousePosition();\n double currentTime = Time.GetTicksMsec() / 1000.0;\n\n // Calculate time delta since last frame\n double deltaTime = currentTime - _prevFrameTime;\n if (deltaTime <= 0.0)\n {\n deltaTime = 0.016; // Default to ~60fps if first frame\n }\n\n // Calculate mouse displacement since last frame\n Vector2 mouseDelta = currentMouse - _prevMousePos;\n\n // Accumulate total swing distance for momentum transfer calculation\n _totalSwingDistance += mouseDelta.Length();\n\n // Calculate instantaneous mouse velocity (pixels per second)\n Vector2 instantaneousVelocity = mouseDelta / (float)deltaTime;\n\n // Add to velocity history for smoothing\n _mouseVelocityHistory.Add(instantaneousVelocity);\n if (_mouseVelocityHistory.Count > MouseVelocityHistorySize)\n {\n _mouseVelocityHistory.RemoveAt(0);\n }\n\n // Calculate average velocity from history (smoothed velocity)\n Vector2 velocitySum = Vector2.Zero;\n foreach (Vector2 vel in _mouseVelocityHistory)\n {\n velocitySum += vel;\n }\n _currentMouseVelocity = velocitySum / Math.Max(_mouseVelocityHistory.Count, 1);\n\n // Calculate wind-up intensity based on velocity (for animation)\n // Higher velocity = more wind-up visual effect\n float velocityMagnitude = _currentMouseVelocity.Length();\n // Normalize to a reasonable range (0-2000 pixels/second typical for fast mouse movement)\n float velocityIntensity = Mathf.Clamp(velocityMagnitude / 1500.0f, 0.0f, 1.0f);\n\n _windUpIntensity = velocityIntensity;\n\n // Update tracking for next frame\n _prevMousePos = currentMouse;\n _prevFrameTime = currentTime;\n }\n\n #endregion\n\n #region Reload Animation Methods\n\n /// <summary>\n /// Start a new reload animation phase.\n /// </summary>\n /// <param name=\"phase\">The ReloadAnimPhase to transition to.</param>\n /// <param name=\"duration\">How long this phase should last.</param>\n private void StartReloadAnimPhase(ReloadAnimPhase phase, float duration)\n {\n _reloadAnimPhase = phase;\n _reloadAnimTimer = duration;\n _reloadAnimDuration = duration;\n\n // Reset bolt pull sub-phase when entering bolt pull phase\n if (phase == ReloadAnimPhase.PullBolt)\n {\n _boltPullSubPhase = 0;\n }\n\n LogToFile($\"[Player.Reload.Anim] Phase changed to: {phase} (duration: {duration:F2}s)\");\n }\n\n /// <summary>\n /// Set arm z-index for reload animation (arms BELOW weapon).\n /// User feedback: animated hand should be below weapon, not above it.\n /// </summary>\n private void SetReloadAnimZIndex()\n {\n // During reload operations, arms should appear BELOW the weapon\n // Weapon has z_index = 1, so set arms to 0\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 0;\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 0;\n }\n }\n\n /// <summary>\n /// Update reload animation based on current phase.\n /// Called every frame from _PhysicsProcess.\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n private void UpdateReloadAnimation(float delta)\n {\n // Early exit if no animation active\n if (_reloadAnimPhase == ReloadAnimPhase.None)\n {\n // Restore normal z-index when not animating\n RestoreArmZIndex();\n return;\n }\n\n // Update phase timer\n if (_reloadAnimTimer > 0)\n {\n _reloadAnimTimer -= delta;\n }\n\n // Calculate target positions based on current phase\n Vector2 leftArmTarget = _baseLeftArmPos;\n Vector2 rightArmTarget = _baseRightArmPos;\n float leftArmRot = 0.0f;\n float rightArmRot = 0.0f;\n float lerpSpeed = AnimLerpSpeed * delta;\n\n // Set arms to lower z-index during reload operations (BELOW weapon)\n // User feedback: \"animated hand should be below weapon, not above it\"\n SetReloadAnimZIndex();\n\n switch (_reloadAnimPhase)\n {\n case ReloadAnimPhase.GrabMagazine:\n // Step 1: Left arm moves to chest to grab new magazine\n leftArmTarget = _baseLeftArmPos + ReloadArmLeftGrab;\n leftArmRot = Mathf.DegToRad(ReloadArmRotLeftGrab);\n rightArmTarget = _baseRightArmPos + ReloadArmRightHold;\n rightArmRot = Mathf.DegToRad(ReloadArmRotRightHold);\n lerpSpeed = AnimLerpSpeedFast * delta;\n break;\n\n case ReloadAnimPhase.InsertMagazine:\n // Step 2: Left arm brings magazine to weapon magwell (at middle of weapon)\n // User feedback: \"step 2 should end at middle of weapon length, not at the end\"\n leftArmTarget = _baseLeftArmPos + ReloadArmLeftInsert;\n leftArmRot = Mathf.DegToRad(ReloadArmRotLeftInsert);\n rightArmTarget = _baseRightArmPos + ReloadArmRightSteady;\n rightArmRot = Mathf.DegToRad(ReloadArmRotRightSteady);\n lerpSpeed = AnimLerpSpeed * delta;\n break;\n\n case ReloadAnimPhase.PullBolt:\n // Step 3: Right hand traces rifle contour - back and forth motion\n // User feedback: \"step 3 should be a movement along the rifle contour\n // right towards and away from oneself (back and forth)\"\n leftArmTarget = _baseLeftArmPos + ReloadArmLeftSupport;\n leftArmRot = Mathf.DegToRad(ReloadArmRotLeftSupport);\n\n if (_boltPullSubPhase == 0)\n {\n // Sub-phase 0: Pull bolt back (toward player)\n rightArmTarget = _baseRightArmPos + ReloadArmRightBoltPull;\n rightArmRot = Mathf.DegToRad(ReloadArmRotRightBoltPull);\n lerpSpeed = AnimLerpSpeedFast * delta;\n\n // Log bolt pull progress periodically\n if (Engine.GetFramesDrawn() % 30 == 0)\n {\n LogToFile($\"[Player.Reload.Anim] Bolt sub-phase 0 (pull back): timer={_reloadAnimTimer:F2}s, rightArm target={rightArmTarget}\");\n }\n\n // When pull back completes, transition to return forward\n if (_reloadAnimTimer <= 0)\n {\n _boltPullSubPhase = 1;\n _reloadAnimTimer = ReloadAnimBoltReturnDuration;\n _reloadAnimDuration = ReloadAnimBoltReturnDuration;\n LogToFile($\"[Player.Reload.Anim] Bolt sub-phase transition: pull→return (duration: {ReloadAnimBoltReturnDuration:F2}s)\");\n }\n }\n else\n {\n // Sub-phase 1: Release bolt (return forward)\n rightArmTarget = _baseRightArmPos + ReloadArmRightBoltReturn;\n rightArmRot = Mathf.DegToRad(ReloadArmRotRightBoltReturn);\n lerpSpeed = AnimLerpSpeedFast * delta;\n\n // Log bolt return progress periodically\n if (Engine.GetFramesDrawn() % 30 == 0)\n {\n LogToFile($\"[Player.Reload.Anim] Bolt sub-phase 1 (return): timer={_reloadAnimTimer:F2}s, rightArm target={rightArmTarget}\");\n }\n\n // When return completes, transition to return idle\n if (_reloadAnimTimer <= 0)\n {\n LogToFile(\"[Player.Reload.Anim] Bolt animation complete, transitioning to idle\");\n StartReloadAnimPhase(ReloadAnimPhase.ReturnIdle, ReloadAnimReturnDuration);\n }\n }\n break;\n\n case ReloadAnimPhase.ReturnIdle:\n // Arms returning to base positions\n leftArmTarget = _baseLeftArmPos;\n rightArmTarget = _baseRightArmPos;\n leftArmRot = 0.0f;\n rightArmRot = 0.0f;\n lerpSpeed = AnimLerpSpeed * delta;\n\n // When return animation completes, end animation and restore z-index\n if (_reloadAnimTimer <= 0)\n {\n _reloadAnimPhase = ReloadAnimPhase.None;\n RestoreArmZIndex();\n LogToFile(\"[Player.Reload.Anim] Animation complete, returning to normal\");\n }\n break;\n }\n\n // Apply arm positions with smooth interpolation\n if (_leftArmSprite != null)\n {\n Vector2 oldPos = _leftArmSprite.Position;\n _leftArmSprite.Position = _leftArmSprite.Position.Lerp(leftArmTarget, lerpSpeed);\n _leftArmSprite.Rotation = Mathf.Lerp(_leftArmSprite.Rotation, leftArmRot, lerpSpeed);\n\n // Log arm position changes periodically (every 60 frames = ~1 second)\n if (Engine.GetFramesDrawn() % 60 == 0)\n {\n LogToFile($\"[Player.Reload.Anim] LeftArm: pos={_leftArmSprite.Position}, target={leftArmTarget}, base={_baseLeftArmPos}\");\n }\n }\n else if (Engine.GetFramesDrawn() % 60 == 0)\n {\n LogToFile(\"[Player.Reload.Anim] WARNING: Left arm sprite is null during animation!\");\n }\n\n if (_rightArmSprite != null)\n {\n Vector2 oldPos = _rightArmSprite.Position;\n _rightArmSprite.Position = _rightArmSprite.Position.Lerp(rightArmTarget, lerpSpeed);\n _rightArmSprite.Rotation = Mathf.Lerp(_rightArmSprite.Rotation, rightArmRot, lerpSpeed);\n\n // Log arm position changes periodically (every 60 frames = ~1 second)\n if (Engine.GetFramesDrawn() % 60 == 0)\n {\n LogToFile($\"[Player.Reload.Anim] RightArm: pos={_rightArmSprite.Position}, target={rightArmTarget}, base={_baseRightArmPos}\");\n }\n }\n else if (Engine.GetFramesDrawn() % 60 == 0)\n {\n LogToFile(\"[Player.Reload.Anim] WARNING: Right arm sprite is null during animation!\");\n }\n }\n\n #endregion\n\n #region Flashlight Methods (Issue #546)\n\n /// <summary>\n /// Initialize the flashlight if the ActiveItemManager has it selected.\n /// Loads and attaches the FlashlightEffect scene to PlayerModel.\n /// </summary>\n private void InitFlashlight()\n {\n var activeItemManager = GetNodeOrNull(\"/root/ActiveItemManager\");\n if (activeItemManager == null)\n {\n LogToFile(\"[Player.Flashlight] ActiveItemManager not found\");\n return;\n }\n\n if (!activeItemManager.HasMethod(\"has_flashlight\"))\n {\n LogToFile(\"[Player.Flashlight] ActiveItemManager missing has_flashlight method\");\n return;\n }\n\n bool hasFlashlight = (bool)activeItemManager.Call(\"has_flashlight\");\n if (!hasFlashlight)\n {\n LogToFile(\"[Player.Flashlight] No flashlight selected in ActiveItemManager\");\n return;\n }\n\n LogToFile(\"[Player.Flashlight] Flashlight is selected, initializing...\");\n\n // Load and instantiate the flashlight effect scene\n if (!ResourceLoader.Exists(FlashlightScenePath))\n {\n LogToFile($\"[Player.Flashlight] WARNING: Flashlight scene not found: {FlashlightScenePath}\");\n return;\n }\n\n var flashlightScene = GD.Load<PackedScene>(FlashlightScenePath);\n if (flashlightScene == null)\n {\n LogToFile(\"[Player.Flashlight] WARNING: Failed to load flashlight scene\");\n return;\n }\n\n _flashlightNode = flashlightScene.Instantiate<Node2D>();\n _flashlightNode.Name = \"FlashlightEffect\";\n\n // Add as child of PlayerModel so it rotates with aiming direction\n if (_playerModel != null)\n {\n _playerModel.AddChild(_flashlightNode);\n // Position at the weapon barrel (forward from center, matching BulletSpawnOffset)\n _flashlightNode.Position = new Vector2(BulletSpawnOffset, 0);\n _flashlightEquipped = true;\n LogToFile($\"[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset ({(int)BulletSpawnOffset}, 0)\");\n }\n else\n {\n LogToFile(\"[Player.Flashlight] WARNING: _playerModel is null, flashlight not attached\");\n _flashlightNode.QueueFree();\n _flashlightNode = null;\n }\n }\n\n /// <summary>\n /// Handle flashlight input: hold Space to turn on, release to turn off.\n /// </summary>\n private void HandleFlashlightInput()\n {\n if (!_flashlightEquipped || _flashlightNode == null)\n {\n return;\n }\n\n if (!IsInstanceValid(_flashlightNode))\n {\n return;\n }\n\n if (Input.IsActionPressed(\"flashlight_toggle\"))\n {\n if (_flashlightNode.HasMethod(\"turn_on\"))\n {\n _flashlightNode.Call(\"turn_on\");\n }\n }\n else\n {\n if (_flashlightNode.HasMethod(\"turn_off\"))\n {\n _flashlightNode.Call(\"turn_off\");\n }\n }\n }\n\n #endregion\n\n #region Logging\n\n /// <summary>\n /// Logs a message to the FileLogger (GDScript autoload) for debugging.\n /// </summary>\n /// <param name=\"message\">The message to log.</param>\n private void LogToFile(string message)\n {\n // Print to console\n GD.Print(message);\n\n // Also log to FileLogger if available\n var fileLogger = GetNodeOrNull(\"/root/FileLogger\");\n if (fileLogger != null && fileLogger.HasMethod(\"log_info\"))\n {\n fileLogger.Call(\"log_info\", message);\n }\n }\n\n #endregion\n\n #region Debug Trajectory Visualization\n\n /// <summary>\n /// Connects to GameManager's debug_mode_toggled and invincibility_toggled signals.\n /// </summary>\n private void ConnectDebugModeSignal()\n {\n var gameManager = GetNodeOrNull(\"/root/GameManager\");\n if (gameManager == null)\n {\n LogToFile(\"[Player.Debug] WARNING: GameManager not found, debug visualization disabled\");\n return;\n }\n\n // Connect to debug mode signal (F7)\n if (gameManager.HasSignal(\"debug_mode_toggled\"))\n {\n gameManager.Connect(\"debug_mode_toggled\", Callable.From<bool>(OnDebugModeToggled));\n\n // Check if debug mode is already enabled\n if (gameManager.HasMethod(\"is_debug_mode_enabled\"))\n {\n _debugModeEnabled = (bool)gameManager.Call(\"is_debug_mode_enabled\");\n LogToFile($\"[Player.Debug] Connected to GameManager, debug mode: {_debugModeEnabled}\");\n }\n }\n else\n {\n LogToFile(\"[Player.Debug] WARNING: GameManager doesn't have debug_mode_toggled signal\");\n }\n\n // Connect to invincibility mode signal (F6)\n if (gameManager.HasSignal(\"invincibility_toggled\"))\n {\n gameManager.Connect(\"invincibility_toggled\", Callable.From<bool>(OnInvincibilityToggled));\n\n // Check if invincibility mode is already enabled\n if (gameManager.HasMethod(\"is_invincibility_enabled\"))\n {\n _invincibilityEnabled = (bool)gameManager.Call(\"is_invincibility_enabled\");\n LogToFile($\"[Player.Debug] Connected to GameManager, invincibility mode: {_invincibilityEnabled}\");\n UpdateInvincibilityIndicator();\n }\n }\n else\n {\n LogToFile(\"[Player.Debug] WARNING: GameManager doesn't have invincibility_toggled signal\");\n }\n }\n\n /// <summary>\n /// Called when debug mode is toggled via F7 key.\n /// </summary>\n /// <param name=\"enabled\">True if debug mode is now enabled.</param>\n private void OnDebugModeToggled(bool enabled)\n {\n _debugModeEnabled = enabled;\n QueueRedraw();\n LogToFile($\"[Player.Debug] Debug mode toggled: {(enabled ? \"ON\" : \"OFF\")}\");\n }\n\n /// <summary>\n /// Called when invincibility mode is toggled via F6 key.\n /// </summary>\n /// <param name=\"enabled\">True if invincibility mode is now enabled.</param>\n private void OnInvincibilityToggled(bool enabled)\n {\n _invincibilityEnabled = enabled;\n UpdateInvincibilityIndicator();\n LogToFile($\"[Player] Invincibility mode: {(enabled ? \"ON\" : \"OFF\")}\");\n }\n\n /// <summary>\n /// Updates the visual indicator for invincibility mode.\n /// Shows \"INVINCIBLE\" label when enabled, hides it when disabled.\n /// </summary>\n private void UpdateInvincibilityIndicator()\n {\n // Create label if it doesn't exist\n if (_invincibilityLabel == null)\n {\n _invincibilityLabel = new Label();\n _invincibilityLabel.Name = \"InvincibilityLabel\";\n _invincibilityLabel.Text = \"БЕССМЕРТИЕ\";\n _invincibilityLabel.HorizontalAlignment = HorizontalAlignment.Center;\n _invincibilityLabel.VerticalAlignment = VerticalAlignment.Center;\n\n // Position above the player\n _invincibilityLabel.Position = new Vector2(-60, -80);\n _invincibilityLabel.Size = new Vector2(120, 30);\n\n // Style: bright yellow/gold color with outline for visibility\n _invincibilityLabel.AddThemeColorOverride(\"font_color\", new Color(1.0f, 0.9f, 0.2f, 1.0f));\n _invincibilityLabel.AddThemeColorOverride(\"font_outline_color\", new Color(0.0f, 0.0f, 0.0f, 1.0f));\n _invincibilityLabel.AddThemeFontSizeOverride(\"font_size\", 14);\n _invincibilityLabel.AddThemeConstantOverride(\"outline_size\", 3);\n\n AddChild(_invincibilityLabel);\n }\n\n // Show/hide based on invincibility state\n _invincibilityLabel.Visible = _invincibilityEnabled;\n }\n\n /// <summary>\n /// Override _Draw to visualize grenade trajectory.\n /// In simple mode: Always shows trajectory preview (semi-transparent arc).\n /// In complex mode: Only shows when debug mode is enabled (F7).\n /// </summary>\n public override void _Draw()\n {\n // Determine if we should draw trajectory\n bool isSimpleAiming = _grenadeState == GrenadeState.SimpleAiming;\n bool isComplexAiming = _grenadeState == GrenadeState.Aiming;\n\n // In simple mode: always show trajectory\n // In complex mode: only show if debug mode is enabled\n if (!isSimpleAiming && !(isComplexAiming && _debugModeEnabled))\n {\n return;\n }\n\n // Use different colors for simple mode (more subtle) vs debug mode (bright)\n Color colorTrajectory;\n Color colorLanding;\n Color colorRadius;\n float lineWidth;\n\n if (isSimpleAiming)\n {\n // Semi-transparent colors for simple mode\n colorTrajectory = new Color(1.0f, 1.0f, 1.0f, 0.4f); // White semi-transparent\n colorLanding = new Color(1.0f, 0.8f, 0.2f, 0.6f); // Yellow-orange\n colorRadius = new Color(1.0f, 0.5f, 0.0f, 0.2f); // Effect radius\n lineWidth = 2.0f;\n }\n else\n {\n // Bright colors for debug mode\n colorTrajectory = new Color(1.0f, 0.8f, 0.2f, 0.9f);\n colorLanding = new Color(1.0f, 0.3f, 0.1f, 0.9f);\n colorRadius = new Color(1.0f, 0.5f, 0.0f, 0.3f);\n lineWidth = 3.0f;\n }\n\n // Calculate throw parameters\n Vector2 currentMousePos = GetGlobalMousePosition();\n Vector2 throwDirection;\n float throwSpeed;\n float landingDistance;\n const float SpawnOffset = 60.0f;\n\n // Get grenade's actual physics properties for accurate visualization\n // FIX for issue #398: Use actual grenade properties instead of hardcoded values\n float groundFriction = 300.0f; // Default\n float maxThrowSpeed = 850.0f; // Default\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n if (_activeGrenade.Get(\"ground_friction\").VariantType != Variant.Type.Nil)\n {\n groundFriction = (float)_activeGrenade.Get(\"ground_friction\");\n }\n if (_activeGrenade.Get(\"max_throw_speed\").VariantType != Variant.Type.Nil)\n {\n maxThrowSpeed = (float)_activeGrenade.Get(\"max_throw_speed\");\n }\n }\n\n if (isSimpleAiming)\n {\n // Simple mode: direction and distance based on cursor position\n Vector2 toTarget = currentMousePos - GlobalPosition;\n throwDirection = toTarget.Length() > 10.0f ? toTarget.Normalized() : new Vector2(1, 0);\n\n // FIX for issue #398: Account for spawn offset in distance calculation\n // The grenade starts 60 pixels ahead of the player\n Vector2 spawnPos = GlobalPosition + throwDirection * SpawnOffset;\n float throwDistance = (currentMousePos - spawnPos).Length();\n if (throwDistance < 10.0f) throwDistance = 10.0f;\n\n // Calculate throw speed needed to reach target\n float requiredSpeed = Mathf.Sqrt(2.0f * groundFriction * throwDistance);\n throwSpeed = Mathf.Min(requiredSpeed, maxThrowSpeed);\n\n // Calculate actual landing distance with clamped speed\n landingDistance = (throwSpeed * throwSpeed) / (2.0f * groundFriction);\n }\n else\n {\n // Complex mode: direction based on mouse velocity\n Vector2 releaseVelocity = _currentMouseVelocity;\n float velocityMagnitude = releaseVelocity.Length();\n Vector2 dragVector = currentMousePos - _grenadeDragStart;\n\n if (velocityMagnitude > 10.0f)\n {\n throwDirection = SnapToOctantDirection(releaseVelocity.Normalized());\n }\n else if (dragVector.Length() > 5.0f)\n {\n throwDirection = SnapToOctantDirection(dragVector.Normalized());\n }\n else\n {\n throwDirection = new Vector2(1, 0);\n }\n\n // Calculate velocity-based throw speed\n const float GrenadeMass = 0.36f;\n const float MouseVelocityMultiplier = 1.5f;\n const float MinSwingDistance = 180.0f;\n const float MinThrowSpeed = 100.0f;\n const float MaxThrowSpeed = 2500.0f;\n\n float massRatio = GrenadeMass / 0.4f;\n float adjustedMinSwing = MinSwingDistance * massRatio;\n float transferEfficiency = Mathf.Clamp(_totalSwingDistance / adjustedMinSwing, 0.0f, 1.0f);\n float massMultiplier = 1.0f / Mathf.Sqrt(massRatio);\n\n throwSpeed = velocityMagnitude * MouseVelocityMultiplier * transferEfficiency * massMultiplier;\n throwSpeed = Mathf.Clamp(throwSpeed, MinThrowSpeed, MaxThrowSpeed);\n\n if (velocityMagnitude < 10.0f)\n {\n throwSpeed = MinThrowSpeed * 0.5f;\n }\n\n landingDistance = (throwSpeed * throwSpeed) / (2.0f * groundFriction);\n }\n\n // Calculate spawn and landing positions\n Vector2 spawnPosition = GlobalPosition + throwDirection * SpawnOffset;\n Vector2 landingPosition = spawnPosition + throwDirection * landingDistance;\n\n // Convert to local coordinates for drawing\n Vector2 localStart = ToLocal(spawnPosition);\n Vector2 localEnd = ToLocal(landingPosition);\n\n // Draw trajectory line with dashes\n DrawTrajectoryLine(localStart, localEnd, colorTrajectory, lineWidth);\n\n // Draw landing point indicator (circle with X)\n DrawLandingIndicator(localEnd, colorLanding, 12.0f);\n\n // Draw effect radius circle at landing position\n float effectRadius = GetGrenadeEffectRadius();\n DrawCircleOutline(localEnd, effectRadius, colorRadius, 2.0f);\n\n // In complex mode, also draw velocity direction arrow\n if (isComplexAiming)\n {\n Vector2 localPlayerCenter = Vector2.Zero;\n Vector2 arrowEnd = localPlayerCenter + throwDirection * 40.0f;\n DrawArrow(localPlayerCenter, arrowEnd, new Color(0.2f, 1.0f, 0.2f, 0.7f), 2.0f);\n }\n }\n\n /// <summary>\n /// Get the effect radius of the current grenade type.\n /// FIX for Issue #432: Use type-based defaults when GDScript Call() fails in exports.\n /// </summary>\n private float GetGrenadeEffectRadius()\n {\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n // Try to call GDScript method first\n if (_activeGrenade.HasMethod(\"_get_effect_radius\"))\n {\n var result = _activeGrenade.Call(\"_get_effect_radius\");\n if (result.VariantType != Variant.Type.Nil)\n {\n return (float)result;\n }\n }\n\n // Try to read effect_radius property directly\n if (_activeGrenade.Get(\"effect_radius\").VariantType != Variant.Type.Nil)\n {\n return (float)_activeGrenade.Get(\"effect_radius\");\n }\n\n // FIX for Issue #432: Use type-based defaults matching scene files\n // GDScript property access may fail silently in exported builds\n var script = _activeGrenade.GetScript();\n if (script.Obj != null)\n {\n string scriptPath = ((Script)script.Obj).ResourcePath;\n if (scriptPath.Contains(\"frag_grenade\"))\n {\n return 225.0f; // FragGrenade.tscn default\n }\n }\n }\n // Default: Flashbang effect radius (FlashbangGrenade.tscn)\n return 400.0f;\n }\n\n /// <summary>\n /// Draw a circle outline at the specified position.\n /// </summary>\n private void DrawCircleOutline(Vector2 position, float radius, Color color, float width)\n {\n const int segments = 32;\n var points = new List<Vector2>();\n for (int i = 0; i <= segments; i++)\n {\n float angle = (float)i / segments * Mathf.Tau;\n points.Add(position + new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius);\n }\n for (int i = 0; i < points.Count - 1; i++)\n {\n DrawLine(points[i], points[i + 1], color, width);\n }\n }\n\n /// <summary>\n /// Draw a dashed trajectory line from start to end.\n /// </summary>\n private void DrawTrajectoryLine(Vector2 start, Vector2 end, Color color, float width)\n {\n Vector2 direction = (end - start).Normalized();\n float totalLength = start.DistanceTo(end);\n const float DashLength = 15.0f;\n const float GapLength = 8.0f;\n\n float currentPos = 0.0f;\n while (currentPos < totalLength)\n {\n float dashEnd = Mathf.Min(currentPos + DashLength, totalLength);\n Vector2 dashStart = start + direction * currentPos;\n Vector2 dashEndPos = start + direction * dashEnd;\n DrawLine(dashStart, dashEndPos, color, width);\n currentPos = dashEnd + GapLength;\n }\n }\n\n /// <summary>\n /// Draw a landing indicator (circle with X) at the target position.\n /// </summary>\n private void DrawLandingIndicator(Vector2 position, Color color, float radius)\n {\n // Draw outer circle\n const int CirclePoints = 24;\n Vector2[] circlePoints = new Vector2[CirclePoints + 1];\n for (int i = 0; i <= CirclePoints; i++)\n {\n float angle = i * Mathf.Tau / CirclePoints;\n circlePoints[i] = position + new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;\n }\n for (int i = 0; i < CirclePoints; i++)\n {\n DrawLine(circlePoints[i], circlePoints[i + 1], color, 2.0f);\n }\n\n // Draw X inside\n float xSize = radius * 0.6f;\n DrawLine(position + new Vector2(-xSize, -xSize), position + new Vector2(xSize, xSize), color, 2.0f);\n DrawLine(position + new Vector2(-xSize, xSize), position + new Vector2(xSize, -xSize), color, 2.0f);\n }\n\n /// <summary>\n /// Draw an arrow from start to end with an arrowhead.\n /// </summary>\n private void DrawArrow(Vector2 start, Vector2 end, Color color, float width)\n {\n // Draw main line\n DrawLine(start, end, color, width);\n\n // Draw arrowhead\n Vector2 direction = (end - start).Normalized();\n float arrowSize = 8.0f;\n float arrowAngle = Mathf.Pi / 6.0f; // 30 degrees\n\n Vector2 arrowLeft = end - direction.Rotated(arrowAngle) * arrowSize;\n Vector2 arrowRight = end - direction.Rotated(-arrowAngle) * arrowSize;\n\n DrawLine(end, arrowLeft, color, width);\n DrawLine(end, arrowRight, color, width);\n }\n\n #endregion\n}\n",
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" /// <summary>",
" /// Stun duration in seconds when hit by a bullet (Issue #592).",
" /// </summary>",
"- private const float StunDuration = 0.5f;",
"+ private const float StunDuration = 1.0f;",
" ",
" /// <summary>",
"+ /// Label for displaying stun status indicator (Issue #592).",
"+ /// </summary>",
"+ private Label? _stunLabel = null;",
"+",
"+ /// <summary>",
" /// Label for displaying invincibility mode indicator.",
" /// </summary>",
" private Label? _invincibilityLabel = null;"
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"text": "Now add the `UpdateStunIndicator()` call in `_PhysicsProcess` after the stun timer update:"
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"old_string": " // Update stun timer (Issue #592)\n if (_isStunned)\n {\n _stunTimer -= (float)delta;\n if (_stunTimer <= 0.0f)\n {\n _isStunned = false;\n _stunTimer = 0.0f;\n LogToFile(\"[Player] Stun ended (Issue #592)\");\n }\n }\n\n // Detect weapon pose after waiting a few frames for level scripts to add weapons",
"new_string": " // Update stun timer (Issue #592)\n if (_isStunned)\n {\n _stunTimer -= (float)delta;\n if (_stunTimer <= 0.0f)\n {\n _isStunned = false;\n _stunTimer = 0.0f;\n LogToFile(\"[Player] Stun ended (Issue #592)\");\n }\n }\n\n // Update stun debug indicator (Issue #592)\n UpdateStunIndicator();\n\n // Detect weapon pose after waiting a few frames for level scripts to add weapons"
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"oldString": " // Update stun timer (Issue #592)\n if (_isStunned)\n {\n _stunTimer -= (float)delta;\n if (_stunTimer <= 0.0f)\n {\n _isStunned = false;\n _stunTimer = 0.0f;\n LogToFile(\"[Player] Stun ended (Issue #592)\");\n }\n }\n\n // Detect weapon pose after waiting a few frames for level scripts to add weapons",
"newString": " // Update stun timer (Issue #592)\n if (_isStunned)\n {\n _stunTimer -= (float)delta;\n if (_stunTimer <= 0.0f)\n {\n _isStunned = false;\n _stunTimer = 0.0f;\n LogToFile(\"[Player] Stun ended (Issue #592)\");\n }\n }\n\n // Update stun debug indicator (Issue #592)\n UpdateStunIndicator();\n\n // Detect weapon pose after waiting a few frames for level scripts to add weapons",
"originalFile": "using Godot;\nusing System;\nusing System.Collections.Generic;\nusing GodotTopDownTemplate.AbstractClasses;\nusing GodotTopDownTemplate.Weapons;\nusing GodotTopdown.Scripts.Projectiles;\n\nnamespace GodotTopDownTemplate.Characters;\n\n/// <summary>\n/// Player character controller for top-down movement and shooting.\n/// Uses physics-based movement with acceleration and friction for smooth control.\n/// Supports WASD and arrow key input via configured input actions.\n/// Shoots bullets towards the mouse cursor on left mouse button.\n/// Supports both automatic (hold to fire) and semi-automatic (click per shot) weapons.\n/// Uses R-F-R key sequence for instant reload (press R, then F, then R again).\n/// Grenade throwing: G+RMB drag right → hold G+RMB → release G → drag and release RMB to throw.\n/// </summary>\npublic partial class Player : BaseCharacter\n{\n /// <summary>\n /// Bullet scene to instantiate when shooting.\n /// </summary>\n [Export]\n public PackedScene? BulletScene { get; set; }\n\n /// <summary>\n /// Offset from player center for bullet spawn position.\n /// </summary>\n [Export]\n public float BulletSpawnOffset { get; set; } = 20.0f;\n\n /// <summary>\n /// Reference to the player's current weapon (optional, for weapon system).\n /// </summary>\n [Export]\n public BaseWeapon? CurrentWeapon { get; set; }\n\n /// <summary>\n /// Color when at full health.\n /// </summary>\n [Export]\n public Color FullHealthColor { get; set; } = new Color(0.2f, 0.6f, 1.0f, 1.0f);\n\n /// <summary>\n /// Color when at low health (interpolates based on health percentage).\n /// </summary>\n [Export]\n public Color LowHealthColor { get; set; } = new Color(0.1f, 0.2f, 0.4f, 1.0f);\n\n /// <summary>\n /// Color to flash when hit.\n /// </summary>\n [Export]\n public Color HitFlashColor { get; set; } = new Color(1.0f, 0.3f, 0.3f, 1.0f);\n\n /// <summary>\n /// Duration of hit flash effect in seconds.\n /// </summary>\n [Export]\n public float HitFlashDuration { get; set; } = 0.1f;\n\n /// <summary>\n /// Grenade scene to instantiate when throwing.\n /// </summary>\n [Export]\n public PackedScene? GrenadeScene { get; set; }\n\n /// <summary>\n /// Maximum number of grenades the player can carry.\n /// </summary>\n [Export]\n public int MaxGrenades { get; set; } = 3;\n\n /// <summary>\n /// Reference to the player model node containing all sprites.\n /// </summary>\n private Node2D? _playerModel;\n\n /// <summary>\n /// References to individual sprite parts for color changes.\n /// </summary>\n private Sprite2D? _bodySprite;\n private Sprite2D? _headSprite;\n private Sprite2D? _leftArmSprite;\n private Sprite2D? _rightArmSprite;\n\n /// <summary>\n /// Legacy reference for compatibility (points to body sprite).\n /// </summary>\n private Sprite2D? _sprite;\n\n /// <summary>\n /// Reference to the CasingPusher Area2D for detecting shell casings (Issue #392).\n /// </summary>\n private Area2D? _casingPusher;\n\n /// <summary>\n /// Force to apply to casings when pushed by player walking over them (Issue #392, #424).\n /// Reduced by 2.5x from 50.0 to 20.0 for Issue #424.\n /// </summary>\n private const float CasingPushForce = 20.0f;\n\n /// <summary>\n /// List of casings currently overlapping with the CasingPusher Area2D (Issue #392 Iteration 8).\n /// Uses signal-based tracking for reliable detection from all directions.\n /// </summary>\n private readonly System.Collections.Generic.List<RigidBody2D> _overlappingCasings = new();\n\n /// <summary>\n /// Current step in the reload sequence (0 = waiting for R, 1 = waiting for F, 2 = waiting for R).\n /// </summary>\n private int _reloadSequenceStep = 0;\n\n /// <summary>\n /// Whether the player is currently in a reload sequence.\n /// </summary>\n private bool _isReloadingSequence = false;\n\n /// <summary>\n /// Tracks ammo count when reload sequence started (at step 1 after R pressed).\n /// Used to determine if there was a bullet in the chamber.\n /// </summary>\n private int _ammoAtReloadStart = 0;\n\n /// <summary>\n /// Current number of grenades.\n /// </summary>\n private int _currentGrenades = 3;\n\n /// <summary>\n /// Whether the player is on the tutorial level (infinite grenades).\n /// </summary>\n private bool _isTutorialLevel = false;\n\n /// <summary>\n /// Grenade state machine states.\n /// 2-step mechanic:\n /// Step 1: G + RMB drag right → timer starts (pin pulled)\n /// Step 2: Hold G → press+hold RMB → release G → ready to throw (only RMB held)\n /// Step 3: Drag and release RMB → throw grenade\n /// </summary>\n private enum GrenadeState\n {\n Idle, // No grenade action\n TimerStarted, // Step 1 complete - grenade timer running, G held, waiting for RMB\n WaitingForGRelease, // Step 2 in progress - G+RMB held, waiting for G release\n Aiming, // Step 2 complete - only RMB held, waiting for drag and release to throw\n SimpleAiming // Simple mode: RMB held, showing trajectory preview\n }\n\n /// <summary>\n /// Current grenade state.\n /// </summary>\n private GrenadeState _grenadeState = GrenadeState.Idle;\n\n /// <summary>\n /// Active grenade instance (created when timer starts).\n /// </summary>\n private RigidBody2D? _activeGrenade = null;\n\n /// <summary>\n /// Position where the grenade throw drag started.\n /// </summary>\n private Vector2 _grenadeDragStart = Vector2.Zero;\n\n /// <summary>\n /// Whether the grenade throw drag is active (for step 1).\n /// </summary>\n private bool _grenadeDragActive = false;\n\n /// <summary>\n /// Minimum drag distance to confirm step 1 (in pixels).\n /// </summary>\n private const float MinDragDistanceForStep1 = 30.0f;\n\n /// <summary>\n /// Position where aiming started (for simple mode trajectory).\n /// </summary>\n private Vector2 _aimDragStart = Vector2.Zero;\n\n /// <summary>\n /// Timestamp when grenade timer was started.\n /// </summary>\n private double _grenadeTimerStartTime = 0.0;\n\n /// <summary>\n /// Whether player is currently preparing to throw a grenade (for animations).\n /// </summary>\n private bool _isPreparingGrenade = false;\n\n /// <summary>\n /// Player's rotation before throw (to restore after throw animation).\n /// </summary>\n private float _playerRotationBeforeThrow = 0.0f;\n\n /// <summary>\n /// Whether player is in throw rotation animation.\n /// </summary>\n private bool _isThrowRotating = false;\n\n /// <summary>\n /// Whether debug mode is enabled (F7 toggle, shows grenade trajectory).\n /// </summary>\n private bool _debugModeEnabled = false;\n\n /// <summary>\n /// Whether invincibility mode is enabled (F6 toggle, player takes no damage).\n /// </summary>\n private bool _invincibilityEnabled = false;\n\n /// <summary>\n /// Whether the player is stunned (cannot move or shoot). Set on bullet hit (Issue #592).\n /// </summary>\n private bool _isStunned = false;\n\n /// <summary>\n /// Remaining stun duration in seconds (Issue #592).\n /// </summary>\n private float _stunTimer = 0.0f;\n\n /// <summary>\n /// Stun duration in seconds when hit by a bullet (Issue #592).\n /// </summary>\n private const float StunDuration = 1.0f;\n\n /// <summary>\n /// Label for displaying stun status indicator (Issue #592).\n /// </summary>\n private Label? _stunLabel = null;\n\n /// <summary>\n /// Label for displaying invincibility mode indicator.\n /// </summary>\n private Label? _invincibilityLabel = null;\n\n /// <summary>\n /// Target rotation for throw animation.\n /// </summary>\n private float _throwTargetRotation = 0.0f;\n\n /// <summary>\n /// Time remaining for throw rotation to restore.\n /// </summary>\n private float _throwRotationRestoreTimer = 0.0f;\n\n /// <summary>\n /// Duration of throw rotation animation.\n /// </summary>\n private const float ThrowRotationDuration = 0.15f;\n\n #region Weapon Pose Detection\n\n /// <summary>\n /// Weapon types for arm positioning.\n /// </summary>\n private enum WeaponType\n {\n Rifle, // Default - extended grip (e.g., AssaultRifle)\n SMG, // Compact grip (e.g., MiniUzi)\n Shotgun, // Similar to rifle but slightly tighter\n Pistol, // Compact one-handed/two-handed pistol grip (e.g., SilencedPistol)\n Sniper // Extended heavy grip (e.g., ASVK SniperRifle)\n }\n\n /// <summary>\n /// Currently detected weapon type.\n /// </summary>\n private WeaponType _currentWeaponType = WeaponType.Rifle;\n\n /// <summary>\n /// Whether weapon pose has been detected and applied.\n /// </summary>\n private bool _weaponPoseApplied = false;\n\n /// <summary>\n /// Frame counter for delayed weapon pose detection.\n /// Weapons are added by level scripts AFTER player's _Ready() completes.\n /// </summary>\n private int _weaponDetectFrameCount = 0;\n\n /// <summary>\n /// Number of frames to wait before detecting weapon pose.\n /// This ensures level scripts have finished adding weapons.\n /// </summary>\n private const int WeaponDetectWaitFrames = 3;\n\n /// <summary>\n /// Arm position offset for SMG weapons - left arm moves back toward body.\n /// UZI and similar compact SMGs should have the left arm closer to the body\n /// for a proper two-handed compact grip.\n /// </summary>\n private static readonly Vector2 SmgLeftArmOffset = new Vector2(-10, 0);\n\n /// <summary>\n /// Arm position offset for SMG weapons - right arm moves slightly forward.\n /// </summary>\n private static readonly Vector2 SmgRightArmOffset = new Vector2(3, 0);\n\n #endregion\n\n #region Walking Animation\n\n /// <summary>\n /// Walking animation speed multiplier - higher = faster leg cycle.\n /// </summary>\n [Export]\n public float WalkAnimSpeed { get; set; } = 12.0f;\n\n /// <summary>\n /// Scale multiplier for the player model (body, head, arms).\n /// Default is 1.3 to make the player slightly larger.\n /// </summary>\n [Export]\n public float PlayerModelScale { get; set; } = 1.3f;\n\n /// <summary>\n /// Walking animation intensity - higher = more pronounced movement.\n /// </summary>\n [Export]\n public float WalkAnimIntensity { get; set; } = 1.0f;\n\n /// <summary>\n /// Current walk animation time (accumulator for sine wave).\n /// </summary>\n private float _walkAnimTime = 0.0f;\n\n /// <summary>\n /// Whether the player is currently walking (for animation state).\n /// </summary>\n private bool _isWalking = false;\n\n /// <summary>\n /// Base positions for body parts (stored on ready for animation offsets).\n /// </summary>\n private Vector2 _baseBodyPos = Vector2.Zero;\n private Vector2 _baseHeadPos = Vector2.Zero;\n private Vector2 _baseLeftArmPos = Vector2.Zero;\n private Vector2 _baseRightArmPos = Vector2.Zero;\n\n #endregion\n\n #region Reload Animation System\n\n /// <summary>\n /// Animation phases for assault rifle reload sequence.\n /// Maps to the R-F-R input system for visual feedback.\n /// Three steps as requested:\n /// 1. Take magazine with left hand from chest\n /// 2. Insert magazine into rifle\n /// 3. Pull the bolt/charging handle\n /// </summary>\n private enum ReloadAnimPhase\n {\n None, // Normal arm positions (weapon held)\n GrabMagazine, // Step 1: Left hand moves to chest to grab new magazine\n InsertMagazine, // Step 2: Left hand brings magazine to weapon, inserts it\n PullBolt, // Step 3: Character pulls the charging handle\n ReturnIdle // Arms return to normal weapon-holding position\n }\n\n /// <summary>\n /// Current reload animation phase.\n /// </summary>\n private ReloadAnimPhase _reloadAnimPhase = ReloadAnimPhase.None;\n\n /// <summary>\n /// Reload animation phase timer for timed transitions.\n /// </summary>\n private float _reloadAnimTimer = 0.0f;\n\n /// <summary>\n /// Reload animation phase duration in seconds.\n /// </summary>\n private float _reloadAnimDuration = 0.0f;\n\n // Target positions for reload arm animations (relative offsets from base positions)\n // These are in local PlayerModel space\n // Base positions: LeftArm (24, 6), RightArm (-2, 6)\n // For reload, left arm goes to chest (vest/mag pouch area), then to weapon\n\n // Step 1: Grab magazine from chest - left arm moves toward body center\n // Base position: LeftArm (24, 6). We want target around (4, 2) = body/chest area\n // So offset should be (4-24, 2-6) = (-20, -4)\n // User feedback: previous -40 was too far (went behind back), -18 was not visible enough\n private static readonly Vector2 ReloadArmLeftGrab = new Vector2(-20, -4); // Left hand at chest/vest mag pouch (visible but not behind back)\n private static readonly Vector2 ReloadArmRightHold = new Vector2(0, 0); // Right hand stays on weapon grip\n\n // Step 2: Insert magazine - left arm moves to weapon magwell (at middle of weapon, not at the end)\n // Weapon length: ~40 pixels from center, magwell at middle\n // Base (24, 6), want target around (12, 6) = middle of weapon, so offset (-12, 0)\n private static readonly Vector2 ReloadArmLeftInsert = new Vector2(-12, 0); // Left hand at weapon magwell (middle of weapon)\n private static readonly Vector2 ReloadArmRightSteady = new Vector2(0, 2); // Right hand steadies weapon\n\n // Step 3: Pull bolt - right arm moves along rifle contour (back and forth motion)\n // The right hand should trace the rifle's right side: forward, then back to pull bolt, then release\n // Base RightArm (-2, 6). For dramatic motion: forward (+10, +2), back (-10, -4)\n private static readonly Vector2 ReloadArmLeftSupport = new Vector2(-10, 0); // Left hand holds near magwell\n private static readonly Vector2 ReloadArmRightBoltStart = new Vector2(10, 2); // Right hand at charging handle (forward on rifle)\n private static readonly Vector2 ReloadArmRightBoltPull = new Vector2(-12, -4); // Right hand pulls bolt back (toward player)\n private static readonly Vector2 ReloadArmRightBoltReturn = new Vector2(10, 2); // Right hand returns forward (bolt release)\n\n // Target rotations for reload arm animations (in degrees)\n private const float ReloadArmRotLeftGrab = -50.0f; // Arm rotation when grabbing mag from chest\n private const float ReloadArmRotRightHold = 0.0f; // Right arm steady during grab\n private const float ReloadArmRotLeftInsert = -15.0f; // Left arm rotation when inserting\n private const float ReloadArmRotRightSteady = 5.0f; // Slight tilt while steadying\n private const float ReloadArmRotLeftSupport = -10.0f; // Left arm on foregrip/magwell\n private const float ReloadArmRotRightBoltStart = -10.0f; // Right arm at bolt handle\n private const float ReloadArmRotRightBoltPull = -35.0f; // Right arm rotation when pulling bolt back\n private const float ReloadArmRotRightBoltReturn = -10.0f; // Right arm rotation when releasing bolt\n\n // Animation durations for each reload phase (in seconds)\n // INCREASED bolt durations for visible back-and-forth motion\n private const float ReloadAnimGrabDuration = 0.25f; // Time to grab magazine from chest\n private const float ReloadAnimInsertDuration = 0.3f; // Time to insert magazine\n private const float ReloadAnimBoltPullDuration = 0.35f; // Time to pull bolt back (increased for visibility)\n private const float ReloadAnimBoltReturnDuration = 0.25f; // Time for bolt to return forward (increased for visibility)\n private const float ReloadAnimReturnDuration = 0.2f; // Time to return to idle\n\n /// <summary>\n /// Sub-phase for bolt pull animation (0 = pulling, 1 = returning)\n /// </summary>\n private int _boltPullSubPhase = 0;\n\n #endregion\n\n #region Grenade Animation System\n\n /// <summary>\n /// Animation phases for grenade throwing sequence.\n /// Maps to the multi-step input system for visual feedback.\n /// </summary>\n private enum GrenadeAnimPhase\n {\n None, // Normal arm positions (walking/idle)\n GrabGrenade, // Left hand moves to chest to grab grenade\n PullPin, // Right hand pulls pin (quick snap animation)\n HandsApproach, // Right hand moves toward left hand\n Transfer, // Grenade transfers to right hand\n WindUp, // Dynamic wind-up based on drag\n Throw, // Throwing motion\n ReturnIdle // Arms return to normal positions\n }\n\n /// <summary>\n /// Current grenade animation phase.\n /// </summary>\n private GrenadeAnimPhase _grenadeAnimPhase = GrenadeAnimPhase.None;\n\n /// <summary>\n /// Animation phase timer for timed transitions.\n /// </summary>\n private float _grenadeAnimTimer = 0.0f;\n\n /// <summary>\n /// Animation phase duration in seconds.\n /// </summary>\n private float _grenadeAnimDuration = 0.0f;\n\n /// <summary>\n /// Current wind-up intensity (0.0 = no wind-up, 1.0 = maximum wind-up).\n /// </summary>\n private float _windUpIntensity = 0.0f;\n\n /// <summary>\n /// Previous mouse position for velocity calculation.\n /// </summary>\n private Vector2 _prevMousePos = Vector2.Zero;\n\n /// <summary>\n /// Mouse velocity history for smooth velocity calculation (stores last N velocities).\n /// Used to get stable velocity at moment of release.\n /// </summary>\n private List<Vector2> _mouseVelocityHistory = new List<Vector2>();\n\n /// <summary>\n /// Maximum number of velocity samples to keep in history.\n /// </summary>\n private const int MouseVelocityHistorySize = 5;\n\n /// <summary>\n /// Current calculated mouse velocity (pixels per second).\n /// </summary>\n private Vector2 _currentMouseVelocity = Vector2.Zero;\n\n /// <summary>\n /// Total swing distance traveled during aiming (for momentum transfer calculation).\n /// </summary>\n private float _totalSwingDistance = 0.0f;\n\n /// <summary>\n /// Previous frame time for delta calculation in velocity tracking.\n /// </summary>\n private double _prevFrameTime = 0.0;\n\n /// <summary>\n /// Whether weapon is in sling position (lowered for grenade handling).\n /// </summary>\n private bool _weaponSlung = false;\n\n /// <summary>\n /// Reference to weapon mount for sling animation.\n /// </summary>\n private Node2D? _weaponMount;\n\n /// <summary>\n /// Base weapon mount position (for sling animation).\n /// </summary>\n private Vector2 _baseWeaponMountPos = Vector2.Zero;\n\n /// <summary>\n /// Base weapon mount rotation (for sling animation).\n /// </summary>\n private float _baseWeaponMountRot = 0.0f;\n\n // Target positions for arm animations (relative offsets from base positions)\n // These are in local PlayerModel space\n // Base positions: LeftArm (24, 6), RightArm (-2, 6)\n // Body position: (-4, 0), so left shoulder area is approximately x=0 to x=5\n // To move left arm from x=24 to shoulder (x~5), we need offset of ~-20\n // During grenade operations, left arm should be BEHIND the body (toward shoulder)\n // not holding the weapon at the front\n private static readonly Vector2 ArmLeftChest = new Vector2(-15, 0); // Left hand moves back to chest/shoulder area to grab grenade\n private static readonly Vector2 ArmRightPin = new Vector2(2, -2); // Right hand slightly up for pin pull\n private static readonly Vector2 ArmLeftExtended = new Vector2(-10, 2); // Left hand at chest level with grenade (not extended forward)\n private static readonly Vector2 ArmRightApproach = new Vector2(4, 0); // Right hand approaching left\n private static readonly Vector2 ArmLeftTransfer = new Vector2(-12, 3); // Left hand drops back after transfer (clearly away from weapon)\n private static readonly Vector2 ArmRightHold = new Vector2(3, 1); // Right hand holding grenade\n private static readonly Vector2 ArmRightWindMin = new Vector2(4, 3); // Minimum wind-up position (arm back)\n private static readonly Vector2 ArmRightWindMax = new Vector2(8, 5); // Maximum wind-up position (arm further back)\n private static readonly Vector2 ArmRightThrow = new Vector2(-4, -2); // Throw follow-through (arm forward)\n private static readonly Vector2 ArmLeftRelaxed = new Vector2(-20, 2); // Left arm at shoulder/body - well away from weapon during wind-up/throw\n\n // Target rotations for arm animations (in degrees)\n // When left arm moves back to shoulder position, rotate to point \"down\" relative to body\n // This makes the arm look like it's hanging at the side rather than reaching forward\n private const float ArmRotGrab = -45.0f; // Arm rotation when grabbing at chest (points inward/down)\n private const float ArmRotPinPull = -15.0f; // Right arm rotation when pulling pin\n private const float ArmRotLeftAtChest = -30.0f; // Left arm rotation while holding grenade at chest\n private const float ArmRotWindMin = 15.0f; // Right arm minimum wind-up rotation\n private const float ArmRotWindMax = 35.0f; // Right arm maximum wind-up rotation\n private const float ArmRotThrow = -25.0f; // Right arm throw rotation (swings forward)\n private const float ArmRotLeftRelaxed = -60.0f; // Left arm hangs down at side during wind-up/throw (points backward)\n\n // Animation durations for each phase (in seconds)\n private const float AnimGrabDuration = 0.2f;\n private const float AnimPinDuration = 0.15f;\n private const float AnimApproachDuration = 0.2f;\n private const float AnimTransferDuration = 0.15f;\n private const float AnimThrowDuration = 0.2f;\n private const float AnimReturnDuration = 0.3f;\n\n // Animation lerp speeds\n private const float AnimLerpSpeed = 15.0f; // Position interpolation speed\n private const float AnimLerpSpeedFast = 25.0f; // Fast interpolation for snappy movements\n\n // Weapon sling position (lowered and rotated for chest carry)\n private static readonly Vector2 WeaponSlingOffset = new Vector2(0, 15); // Lower weapon\n private const float WeaponSlingRotation = 1.2f; // Rotate to hang down (radians, ~70 degrees)\n\n #endregion\n\n /// <summary>\n /// Signal emitted when reload sequence progresses.\n /// </summary>\n [Signal]\n public delegate void ReloadSequenceProgressEventHandler(int step, int total);\n\n /// <summary>\n /// Signal emitted when reload completes.\n /// </summary>\n [Signal]\n public delegate void ReloadCompletedEventHandler();\n\n /// <summary>\n /// Signal emitted when reload starts (first step of sequence).\n /// This signal notifies enemies that the player has begun reloading.\n /// </summary>\n [Signal]\n public delegate void ReloadStartedEventHandler();\n\n /// <summary>\n /// Signal emitted when player tries to shoot with empty weapon.\n /// This signal notifies enemies that the player is out of ammo.\n /// </summary>\n [Signal]\n public delegate void AmmoDepletedEventHandler();\n\n /// <summary>\n /// Signal emitted when grenade count changes.\n /// </summary>\n [Signal]\n public delegate void GrenadeChangedEventHandler(int current, int maximum);\n\n /// <summary>\n /// Signal emitted when a grenade is thrown.\n /// </summary>\n [Signal]\n public delegate void GrenadeThrownEventHandler();\n\n #region Flashlight System (Issue #546)\n\n /// <summary>\n /// Path to the flashlight effect scene.\n /// </summary>\n private const string FlashlightScenePath = \"res://scenes/effects/FlashlightEffect.tscn\";\n\n /// <summary>\n /// Whether the flashlight is equipped (active item selected in armory).\n /// </summary>\n private bool _flashlightEquipped = false;\n\n /// <summary>\n /// Reference to the flashlight effect node (child of PlayerModel).\n /// </summary>\n private Node2D? _flashlightNode = null;\n\n #endregion\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get player model and sprite references for visual feedback\n _playerModel = GetNodeOrNull<Node2D>(\"PlayerModel\");\n if (_playerModel != null)\n {\n _bodySprite = _playerModel.GetNodeOrNull<Sprite2D>(\"Body\");\n _headSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"Head\");\n _leftArmSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"LeftArm\");\n _rightArmSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"RightArm\");\n // Legacy compatibility - _sprite points to body\n _sprite = _bodySprite;\n }\n else\n {\n // Fallback to old single sprite structure for compatibility\n _sprite = GetNodeOrNull<Sprite2D>(\"Sprite2D\");\n }\n\n // Configure health based on difficulty\n if (HealthComponent != null)\n {\n // Check if Power Fantasy mode is active for special health configuration\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n bool isPowerFantasy = difficultyManager != null && (bool)difficultyManager.Call(\"is_power_fantasy_mode\");\n\n if (isPowerFantasy)\n {\n // Power Fantasy mode: 10 HP (fixed, not random)\n HealthComponent.UseRandomHealth = false;\n HealthComponent.MaxHealth = 10;\n HealthComponent.InitialHealth = 10;\n HealthComponent.InitializeHealth();\n GD.Print($\"[Player] {Name}: Power Fantasy mode - spawned with {HealthComponent.CurrentHealth}/{HealthComponent.MaxHealth} HP\");\n }\n else\n {\n // Normal difficulties: random health (2-4 HP)\n HealthComponent.UseRandomHealth = true;\n HealthComponent.MinRandomHealth = 2;\n HealthComponent.MaxRandomHealth = 4;\n HealthComponent.InitializeHealth();\n GD.Print($\"[Player] {Name}: Spawned with health {HealthComponent.CurrentHealth}/{HealthComponent.MaxHealth}\");\n }\n\n // Connect to health changed signal for visual feedback\n HealthComponent.HealthChanged += OnPlayerHealthChanged;\n }\n\n // Update visual based on initial health\n UpdateHealthVisual();\n\n // Preload bullet scene if not set in inspector\n if (BulletScene == null)\n {\n // Try C# bullet scene first, fallback to GDScript version\n BulletScene = GD.Load<PackedScene>(\"res://scenes/projectiles/csharp/Bullet.tscn\");\n if (BulletScene == null)\n {\n BulletScene = GD.Load<PackedScene>(\"res://scenes/projectiles/Bullet.tscn\");\n }\n }\n\n // Get grenade scene from GrenadeManager (supports grenade type selection)\n // GrenadeManager handles the currently selected grenade type (Flashbang or Frag)\n if (GrenadeScene == null)\n {\n var grenadeManager = GetNodeOrNull(\"/root/GrenadeManager\");\n if (grenadeManager != null && grenadeManager.HasMethod(\"get_current_grenade_scene\"))\n {\n var sceneVariant = grenadeManager.Call(\"get_current_grenade_scene\");\n GrenadeScene = sceneVariant.As<PackedScene>();\n if (GrenadeScene != null)\n {\n var grenadeNameVariant = grenadeManager.Call(\"get_grenade_name\", grenadeManager.Get(\"current_grenade_type\"));\n var grenadeName = grenadeNameVariant.AsString();\n LogToFile($\"[Player.Grenade] Grenade scene loaded from GrenadeManager: {grenadeName}\");\n }\n else\n {\n LogToFile($\"[Player.Grenade] WARNING: GrenadeManager returned null grenade scene\");\n }\n }\n else\n {\n // Fallback to flashbang if GrenadeManager is not available\n var grenadePath = \"res://scenes/projectiles/FlashbangGrenade.tscn\";\n GrenadeScene = GD.Load<PackedScene>(grenadePath);\n if (GrenadeScene != null)\n {\n LogToFile($\"[Player.Grenade] Grenade scene loaded from fallback: {grenadePath}\");\n }\n else\n {\n LogToFile($\"[Player.Grenade] WARNING: Grenade scene not found at {grenadePath}\");\n }\n }\n }\n else\n {\n LogToFile($\"[Player.Grenade] Grenade scene already set in inspector\");\n }\n\n // Detect if we're on the tutorial level\n // Tutorial level is: scenes/levels/csharp/TestTier.tscn with tutorial_level.gd script\n var currentScene = GetTree().CurrentScene;\n if (currentScene != null)\n {\n var scenePath = currentScene.SceneFilePath;\n // Tutorial level is detected by:\n // 1. Scene path contains \"csharp/TestTier\" (the tutorial scene)\n // 2. OR scene uses tutorial_level.gd script\n _isTutorialLevel = scenePath.Contains(\"csharp/TestTier\");\n\n // Also check if the scene script is tutorial_level.gd\n var script = currentScene.GetScript();\n if (script.Obj is GodotObject scriptObj)\n {\n var scriptPath = scriptObj.Get(\"resource_path\").AsString();\n if (scriptPath.Contains(\"tutorial_level\"))\n {\n _isTutorialLevel = true;\n }\n }\n }\n\n // Initialize grenade count based on level type\n // Tutorial: infinite grenades (max count)\n // Other levels: 1 grenade\n if (_isTutorialLevel)\n {\n _currentGrenades = MaxGrenades;\n LogToFile($\"[Player.Grenade] Tutorial level detected - infinite grenades enabled\");\n }\n else\n {\n _currentGrenades = 1;\n LogToFile($\"[Player.Grenade] Normal level - starting with 1 grenade\");\n }\n\n // Auto-equip weapon if not set but a weapon child exists\n if (CurrentWeapon == null)\n {\n // Try MakarovPM first (default starting weapon), then AssaultRifle for backward compatibility\n CurrentWeapon = GetNodeOrNull<BaseWeapon>(\"MakarovPM\");\n if (CurrentWeapon == null)\n {\n CurrentWeapon = GetNodeOrNull<BaseWeapon>(\"AssaultRifle\");\n }\n if (CurrentWeapon != null)\n {\n GD.Print($\"[Player] {Name}: Auto-equipped weapon {CurrentWeapon.Name}\");\n }\n }\n\n // Apply weapon selection from GameManager (C# fallback for GDScript level scripts)\n // This ensures weapon selection works even when GDScript level scripts fail to execute\n // due to Godot 4.3 binary tokenization issues (godotengine/godot#94150, #96065)\n ApplySelectedWeaponFromGameManager();\n\n // Store base positions for walking animation\n if (_bodySprite != null)\n {\n _baseBodyPos = _bodySprite.Position;\n LogToFile($\"[Player.Init] Body sprite found at position: {_baseBodyPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Body sprite NOT found!\");\n }\n if (_headSprite != null)\n {\n _baseHeadPos = _headSprite.Position;\n LogToFile($\"[Player.Init] Head sprite found at position: {_baseHeadPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Head sprite NOT found!\");\n }\n if (_leftArmSprite != null)\n {\n _baseLeftArmPos = _leftArmSprite.Position;\n LogToFile($\"[Player.Init] Left arm sprite found at position: {_baseLeftArmPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Left arm sprite NOT found!\");\n }\n if (_rightArmSprite != null)\n {\n _baseRightArmPos = _rightArmSprite.Position;\n LogToFile($\"[Player.Init] Right arm sprite found at position: {_baseRightArmPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Right arm sprite NOT found!\");\n }\n\n // Apply scale to player model for larger appearance\n if (_playerModel != null)\n {\n _playerModel.Scale = new Vector2(PlayerModelScale, PlayerModelScale);\n }\n\n // Get weapon mount reference for sling animation\n _weaponMount = _playerModel?.GetNodeOrNull<Node2D>(\"WeaponMount\");\n if (_weaponMount != null)\n {\n _baseWeaponMountPos = _weaponMount.Position;\n _baseWeaponMountRot = _weaponMount.Rotation;\n }\n\n // Set z-index for proper layering: head should be above weapon\n // The weapon has z_index = 1, so head should be 2 or higher\n if (_headSprite != null)\n {\n _headSprite.ZIndex = 3; // Head on top (above weapon)\n }\n if (_bodySprite != null)\n {\n _bodySprite.ZIndex = 1; // Body same level as weapon\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 2; // Arms between body and head\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 2; // Arms between body and head\n }\n\n // Connect to GameManager's debug mode signal for F7 toggle\n ConnectDebugModeSignal();\n\n // Initialize CasingPusher Area2D for pushing shell casings (Issue #392 Iteration 8)\n ConnectCasingPusherSignals();\n\n // Initialize flashlight if active item manager has flashlight selected (Issue #546)\n InitFlashlight();\n\n // Log ready status with full info\n int currentAmmo = CurrentWeapon?.CurrentAmmo ?? 0;\n int maxAmmo = CurrentWeapon?.WeaponData?.MagazineSize ?? 0;\n int currentHealth = (int)(HealthComponent?.CurrentHealth ?? 0);\n int maxHealth = (int)(HealthComponent?.MaxHealth ?? 0);\n LogToFile($\"[Player] Ready! Ammo: {currentAmmo}/{maxAmmo}, Grenades: {_currentGrenades}/{MaxGrenades}, Health: {currentHealth}/{maxHealth}\");\n LogToFile(\"[Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\");\n }\n\n /// <summary>\n /// Called when player health changes - updates visual feedback.\n /// </summary>\n private void OnPlayerHealthChanged(float currentHealth, float maxHealth)\n {\n GD.Print($\"[Player] {Name}: Health changed to {currentHealth}/{maxHealth} ({HealthComponent?.HealthPercent * 100:F0}%)\");\n UpdateHealthVisual();\n }\n\n /// <summary>\n /// Updates the sprite color based on current health percentage.\n /// </summary>\n private void UpdateHealthVisual()\n {\n if (HealthComponent == null)\n {\n return;\n }\n\n // Interpolate color based on health percentage\n float healthPercent = HealthComponent.HealthPercent;\n Color color = FullHealthColor.Lerp(LowHealthColor, 1.0f - healthPercent);\n SetAllSpritesModulate(color);\n }\n\n /// <summary>\n /// Public method to refresh the health visual.\n /// Called by effects managers (like LastChanceEffectsManager) after they finish\n /// modifying player sprite colors, to ensure the player returns to correct\n /// health-based coloring.\n /// </summary>\n public void RefreshHealthVisual()\n {\n UpdateHealthVisual();\n }\n\n /// <summary>\n /// Sets the modulate color on all player sprite parts.\n /// The armband is a separate sibling sprite (not child of RightArm) that keeps\n /// its original color, so all body parts use the same health-based color.\n /// </summary>\n /// <param name=\"color\">The color to apply to all sprites.</param>\n private void SetAllSpritesModulate(Color color)\n {\n if (_bodySprite != null)\n {\n _bodySprite.Modulate = color;\n }\n if (_headSprite != null)\n {\n _headSprite.Modulate = color;\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Modulate = color;\n }\n if (_rightArmSprite != null)\n {\n // Right arm uses the same color as other body parts.\n // The armband is now a separate sibling sprite (Armband node under PlayerModel)\n // that doesn't inherit this modulate, keeping its bright red color visible.\n _rightArmSprite.Modulate = color;\n }\n // If using old single sprite structure\n if (_playerModel == null && _sprite != null)\n {\n _sprite.Modulate = color;\n }\n }\n\n #region Casing Pusher (Issue #392)\n\n /// <summary>\n /// Connects the CasingPusher Area2D signals for reliable casing detection (Issue #392 Iteration 8).\n /// Using body_entered/body_exited signals instead of polling get_overlapping_bodies()\n /// ensures casings are detected even when player approaches from narrow side.\n /// </summary>\n private void ConnectCasingPusherSignals()\n {\n _casingPusher = GetNodeOrNull<Area2D>(\"CasingPusher\");\n if (_casingPusher == null)\n {\n // CasingPusher not present in scene - this is fine for older scenes\n return;\n }\n\n // Connect body_entered and body_exited signals\n _casingPusher.BodyEntered += OnCasingPusherBodyEntered;\n _casingPusher.BodyExited += OnCasingPusherBodyExited;\n }\n\n /// <summary>\n /// Called when a body enters the CasingPusher Area2D.\n /// Tracks casings for reliable pushing detection.\n /// </summary>\n private void OnCasingPusherBodyEntered(Node2D body)\n {\n if (body is RigidBody2D rigidBody && rigidBody.HasMethod(\"receive_kick\"))\n {\n if (!_overlappingCasings.Contains(rigidBody))\n {\n _overlappingCasings.Add(rigidBody);\n }\n }\n }\n\n /// <summary>\n /// Called when a body exits the CasingPusher Area2D.\n /// Removes casings from tracking list.\n /// </summary>\n private void OnCasingPusherBodyExited(Node2D body)\n {\n if (body is RigidBody2D rigidBody)\n {\n _overlappingCasings.Remove(rigidBody);\n }\n }\n\n /// <summary>\n /// Pushes casings that we're overlapping with using Area2D detection (Issue #392 Iteration 8).\n /// Uses signal-tracked casings combined with polling for maximum reliability.\n /// </summary>\n private void PushCasingsWithArea2D()\n {\n if (_casingPusher == null)\n {\n return;\n }\n\n // Don't push if not moving\n if (Velocity.LengthSquared() < 1.0f)\n {\n return;\n }\n\n // Combine both signal-tracked casings and polled overlapping bodies for reliability\n var casingsToPush = new System.Collections.Generic.HashSet<RigidBody2D>();\n\n // Add signal-tracked casings\n foreach (var casing in _overlappingCasings)\n {\n if (IsInstanceValid(casing))\n {\n casingsToPush.Add(casing);\n }\n }\n\n // Also poll for any casings that might have been missed by signals\n foreach (var body in _casingPusher.GetOverlappingBodies())\n {\n if (body is RigidBody2D rigidBody && rigidBody.HasMethod(\"receive_kick\"))\n {\n casingsToPush.Add(rigidBody);\n }\n }\n\n // Push all detected casings\n foreach (var casing in casingsToPush)\n {\n // Calculate push direction from player center to casing position (Issue #424)\n // This makes casings fly away based on which side they're pushed from\n var pushDir = (casing.GlobalPosition - GlobalPosition).Normalized();\n var pushStrength = Velocity.Length() * CasingPushForce / 100.0f;\n var impulse = pushDir * pushStrength;\n casing.Call(\"receive_kick\", impulse);\n }\n }\n\n #endregion\n\n public override void _PhysicsProcess(double delta)\n {\n // Update stun timer (Issue #592)\n if (_isStunned)\n {\n _stunTimer -= (float)delta;\n if (_stunTimer <= 0.0f)\n {\n _isStunned = false;\n _stunTimer = 0.0f;\n LogToFile(\"[Player] Stun ended (Issue #592)\");\n }\n }\n\n // Detect weapon pose after waiting a few frames for level scripts to add weapons\n if (!_weaponPoseApplied)\n {\n _weaponDetectFrameCount++;\n if (_weaponDetectFrameCount >= WeaponDetectWaitFrames)\n {\n DetectAndApplyWeaponPose();\n _weaponPoseApplied = true;\n }\n }\n\n // While stunned, force zero input and apply friction only (Issue #592)\n Vector2 inputDirection = _isStunned ? Vector2.Zero : GetInputDirection();\n ApplyMovement(inputDirection, (float)delta);\n\n // Push any casings we're overlapping with using Area2D detection (Issue #392 Iteration 8)\n PushCasingsWithArea2D();\n\n // Update player model rotation to face the aim direction (rifle direction)\n UpdatePlayerModelRotation();\n\n // Update walking animation based on movement (only if not in grenade or reload animation)\n if (_grenadeAnimPhase == GrenadeAnimPhase.None && _reloadAnimPhase == ReloadAnimPhase.None)\n {\n UpdateWalkAnimation((float)delta, inputDirection);\n }\n\n // Update grenade animation\n UpdateGrenadeAnimation((float)delta);\n\n // Update reload animation\n UpdateReloadAnimation((float)delta);\n\n // Handle throw rotation animation (restore player rotation after throw)\n HandleThrowRotationAnimation((float)delta);\n\n // Handle sniper scope input (RMB) when SniperRifle is equipped\n // This takes priority over grenade input since the sniper uses RMB for scoping\n bool sniperScopeConsumedInput = HandleSniperScopeInput();\n\n // Handle grenade input first (so it can consume shoot input)\n // Skip if sniper scope already consumed the RMB input\n if (!sniperScopeConsumedInput)\n {\n HandleGrenadeInput();\n }\n\n // Make active grenade follow player if held\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n _activeGrenade.GlobalPosition = GlobalPosition;\n }\n\n // Handle shooting input - support both automatic and semi-automatic weapons\n // Allow shooting when not in grenade preparation and not stunned (Issue #592)\n // In simple mode, RMB is for grenades so only LMB (shoot) should work\n bool canShoot = !_isStunned && (_grenadeState == GrenadeState.Idle || _grenadeState == GrenadeState.TimerStarted || _grenadeState == GrenadeState.SimpleAiming);\n if (canShoot)\n {\n HandleShootingInput();\n }\n\n // Handle reload sequence input (R-F-R)\n HandleReloadSequenceInput();\n\n // Handle fire mode toggle (B key for burst/auto toggle)\n if (Input.IsActionJustPressed(\"toggle_fire_mode\"))\n {\n ToggleFireMode();\n }\n\n // Handle flashlight input (hold Space to turn on, release to turn off) (Issue #546)\n HandleFlashlightInput();\n }\n\n /// <summary>\n /// Handles shooting input based on weapon type.\n /// For automatic weapons: fires while held.\n /// For semi-automatic/burst: fires on press.\n /// Also handles bullet in chamber mechanics during reload sequence.\n /// </summary>\n private void HandleShootingInput()\n {\n if (CurrentWeapon == null)\n {\n // Fallback to original click-to-shoot behavior\n if (Input.IsActionJustPressed(\"shoot\"))\n {\n Shoot();\n }\n return;\n }\n\n // Check if weapon is automatic (based on WeaponData)\n bool isAutomatic = CurrentWeapon.WeaponData?.IsAutomatic ?? false;\n\n // For AssaultRifle, also check if it's in automatic fire mode\n if (CurrentWeapon is AssaultRifle assaultRifle)\n {\n isAutomatic = assaultRifle.CurrentFireMode == FireMode.Automatic;\n }\n\n // Determine if shooting input is active\n bool shootInputActive = isAutomatic ? Input.IsActionPressed(\"shoot\") : Input.IsActionJustPressed(\"shoot\");\n\n if (!shootInputActive)\n {\n return;\n }\n\n // Check if weapon is empty before trying to shoot (not in reload sequence)\n // This notifies enemies that the player tried to shoot with no ammo\n if (!_isReloadingSequence && CurrentWeapon.CurrentAmmo <= 0)\n {\n // Emit signal to notify enemies that player is vulnerable (out of ammo)\n EmitSignal(SignalName.AmmoDepleted);\n // The weapon will play the empty click sound\n }\n\n // Handle shooting based on reload sequence state\n if (_isReloadingSequence)\n {\n // In reload sequence\n if (_reloadSequenceStep == 1)\n {\n // Step 1 (only R pressed, waiting for F): shooting resets the combo\n GD.Print(\"[Player] Shooting during reload step 1 - resetting reload sequence\");\n ResetReloadSequence();\n Shoot();\n }\n else if (_reloadSequenceStep == 2)\n {\n // Step 2 (R->F pressed, waiting for final R): try to fire chamber bullet\n if (CurrentWeapon.CanFireChamberBullet)\n {\n // Fire the chamber bullet\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 shootDirection = (mousePos - GlobalPosition).Normalized();\n\n if (CurrentWeapon.FireChamberBullet(shootDirection))\n {\n GD.Print(\"[Player] Fired bullet in chamber during reload\");\n // Note: Sound is handled by the weapon's FireChamberBullet implementation\n }\n }\n else if (CurrentWeapon.ChamberBulletFired)\n {\n // Chamber bullet already fired, can't shoot until reload completes\n GD.Print(\"[Player] Cannot shoot - chamber bullet already fired, wait for reload to complete\");\n PlayEmptyClickSound();\n }\n else\n {\n // No bullet in chamber (magazine was empty when reload started)\n GD.Print(\"[Player] Cannot shoot - no bullet in chamber, wait for reload to complete\");\n PlayEmptyClickSound();\n }\n }\n }\n else\n {\n // Not in reload sequence - normal shooting\n Shoot();\n }\n }\n\n /// <summary>\n /// Plays the empty click sound when trying to shoot without ammo.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n {\n audioManager.Call(\"play_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Toggles fire mode on the current weapon (if supported).\n /// </summary>\n private void ToggleFireMode()\n {\n if (CurrentWeapon is AssaultRifle assaultRifle)\n {\n assaultRifle.ToggleFireMode();\n }\n }\n\n /// <summary>\n /// Updates the player model rotation to face the aim direction.\n /// The player model (body, head, arms) rotates to follow the rifle's aim direction.\n /// This creates the appearance of the player rotating their whole body toward the target.\n /// TACTICAL RELOAD (Issue #437): During shotgun reload OR when RMB is held (dragging),\n /// player model rotation is locked to allow the player to keep aiming at a specific\n /// spot while performing reload gestures.\n ///\n /// FIX (Issue #437 feedback): Lock rotation as soon as RMB is pressed, not just when\n /// reload state changes. This prevents barrel/player shift during quick one-motion\n /// reload gestures (drag up then down without releasing RMB).\n /// </summary>\n private void UpdatePlayerModelRotation()\n {\n if (_playerModel == null)\n {\n return;\n }\n\n // TACTICAL RELOAD (Issue #437): Don't rotate player model during shotgun reload\n // OR when dragging (RMB is held). This ensures the player freezes immediately\n // when RMB is pressed, before any state change occurs.\n var shotgun = GetNodeOrNull<Shotgun>(\"Shotgun\");\n if (shotgun != null && (shotgun.ReloadState != ShotgunReloadState.NotReloading || shotgun.IsDragging))\n {\n // Keep current rotation locked - don't follow mouse\n return;\n }\n\n // Get the aim direction from the weapon if available\n Vector2 aimDirection;\n if (CurrentWeapon is AssaultRifle assaultRifle)\n {\n aimDirection = assaultRifle.AimDirection;\n }\n else if (CurrentWeapon is SniperRifle sniperRifle)\n {\n aimDirection = sniperRifle.AimDirection;\n }\n else\n {\n // Fallback: calculate direction to mouse cursor\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n if (toMouse.LengthSquared() > 0.001f)\n {\n aimDirection = toMouse.Normalized();\n }\n else\n {\n return; // No valid direction\n }\n }\n\n // Calculate target rotation angle\n float targetAngle = aimDirection.Angle();\n\n // Apply rotation to the player model\n _playerModel.Rotation = targetAngle;\n\n // Handle sprite flipping for left/right aim\n // When aiming left (angle > 90° or < -90°), flip vertically to avoid upside-down appearance\n bool aimingLeft = Mathf.Abs(targetAngle) > Mathf.Pi / 2;\n\n // Flip the player model vertically when aiming left\n if (aimingLeft)\n {\n _playerModel.Scale = new Vector2(PlayerModelScale, -PlayerModelScale);\n }\n else\n {\n _playerModel.Scale = new Vector2(PlayerModelScale, PlayerModelScale);\n }\n }\n\n /// <summary>\n /// Detects the equipped weapon type and applies appropriate arm positioning.\n /// Called from _PhysicsProcess() after a few frames to ensure level scripts\n /// have finished adding weapons to the player node.\n /// </summary>\n private void DetectAndApplyWeaponPose()\n {\n LogToFile($\"[Player] Detecting weapon pose (frame {_weaponDetectFrameCount})...\");\n var detectedType = WeaponType.Rifle; // Default to rifle pose\n\n // Check for weapon children - weapons are added directly to player by level scripts\n // Check in order of specificity: SniperRifle, MiniUzi (SMG), Shotgun, SilencedPistol, MakarovPM, then default to Rifle\n var sniperRifle = GetNodeOrNull<BaseWeapon>(\"SniperRifle\");\n var miniUzi = GetNodeOrNull<BaseWeapon>(\"MiniUzi\");\n var shotgun = GetNodeOrNull<BaseWeapon>(\"Shotgun\");\n var silencedPistol = GetNodeOrNull<BaseWeapon>(\"SilencedPistol\");\n var makarovPM = GetNodeOrNull<BaseWeapon>(\"MakarovPM\");\n\n if (sniperRifle != null)\n {\n detectedType = WeaponType.Sniper;\n LogToFile(\"[Player] Detected weapon: ASVK Sniper Rifle (Sniper pose)\");\n }\n else if (miniUzi != null)\n {\n detectedType = WeaponType.SMG;\n LogToFile(\"[Player] Detected weapon: Mini UZI (SMG pose)\");\n }\n else if (shotgun != null)\n {\n detectedType = WeaponType.Shotgun;\n LogToFile(\"[Player] Detected weapon: Shotgun (Shotgun pose)\");\n }\n else if (silencedPistol != null)\n {\n detectedType = WeaponType.Pistol;\n LogToFile(\"[Player] Detected weapon: Silenced Pistol (Pistol pose)\");\n }\n else if (makarovPM != null)\n {\n detectedType = WeaponType.Pistol;\n LogToFile(\"[Player] Detected weapon: Makarov PM (Pistol pose)\");\n }\n else\n {\n // Default to rifle (AssaultRifle or no weapon)\n detectedType = WeaponType.Rifle;\n LogToFile(\"[Player] Detected weapon: Rifle (default pose)\");\n }\n\n _currentWeaponType = detectedType;\n ApplyWeaponArmOffsets();\n }\n\n /// <summary>\n /// Applies arm position offsets based on current weapon type.\n /// Modifies base arm positions to create appropriate weapon-holding poses.\n /// </summary>\n private void ApplyWeaponArmOffsets()\n {\n // Original positions from Player.tscn: LeftArm (24, 6), RightArm (-2, 6)\n var originalLeftArmPos = new Vector2(24, 6);\n var originalRightArmPos = new Vector2(-2, 6);\n\n switch (_currentWeaponType)\n {\n case WeaponType.SMG:\n // SMG pose: Compact two-handed grip\n // Left arm moves back toward body for shorter weapon\n // Right arm moves forward slightly to meet left hand\n _baseLeftArmPos = originalLeftArmPos + SmgLeftArmOffset;\n _baseRightArmPos = originalRightArmPos + SmgRightArmOffset;\n LogToFile($\"[Player] Applied SMG arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Shotgun:\n // Shotgun pose: Similar to rifle but slightly tighter\n _baseLeftArmPos = originalLeftArmPos + new Vector2(-3, 0);\n _baseRightArmPos = originalRightArmPos + new Vector2(1, 0);\n LogToFile($\"[Player] Applied Shotgun arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Pistol:\n // Pistol pose: Two-handed pistol grip (Weaver/Isoceles stance)\n // Extended forward so the pistol is held away from body\n // Left arm supports under the right hand\n // Right arm extends forward for aiming\n _baseLeftArmPos = originalLeftArmPos + new Vector2(-8, 0); // Extended forward (was -14)\n _baseRightArmPos = originalRightArmPos + new Vector2(6, 0); // Further forward for aiming (was 4)\n LogToFile($\"[Player] Applied Pistol arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Sniper:\n // Sniper pose: Extended forward grip for long heavy weapon (ASVK)\n // Left arm reaches further forward to support the heavy barrel\n // Right arm stays close to body for stable trigger control\n _baseLeftArmPos = originalLeftArmPos + new Vector2(4, 0);\n _baseRightArmPos = originalRightArmPos + new Vector2(-1, 0);\n LogToFile($\"[Player] Applied Sniper arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n\n case WeaponType.Rifle:\n default:\n // Rifle pose: Standard extended grip (original positions)\n _baseLeftArmPos = originalLeftArmPos;\n _baseRightArmPos = originalRightArmPos;\n LogToFile($\"[Player] Applied Rifle arm pose: Left={_baseLeftArmPos}, Right={_baseRightArmPos}\");\n break;\n }\n\n // Apply new base positions to sprites immediately\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Position = _baseLeftArmPos;\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.Position = _baseRightArmPos;\n }\n }\n\n /// <summary>\n /// Gets the normalized input direction from player input.\n /// When the sniper rifle is bolt cycling, only WASD keys are used for movement.\n /// Arrow keys are reserved for the bolt-action sequence during cycling.\n /// </summary>\n /// <returns>Normalized direction vector.</returns>\n private Vector2 GetInputDirection()\n {\n Vector2 direction = Vector2.Zero;\n\n // Check if sniper rifle bolt cycling is in progress\n if (CurrentWeapon is SniperRifle sniperRifle && sniperRifle.IsBoltCycling)\n {\n // During bolt cycling: only WASD keys move the player (arrows are for bolt action)\n // Use physical key detection for WASD only\n if (Input.IsPhysicalKeyPressed(Key.A)) direction.X -= 1.0f;\n if (Input.IsPhysicalKeyPressed(Key.D)) direction.X += 1.0f;\n if (Input.IsPhysicalKeyPressed(Key.W)) direction.Y -= 1.0f;\n if (Input.IsPhysicalKeyPressed(Key.S)) direction.Y += 1.0f;\n }\n else\n {\n // Normal mode: use all configured input actions (WASD + arrows)\n direction.X = Input.GetAxis(\"move_left\", \"move_right\");\n direction.Y = Input.GetAxis(\"move_up\", \"move_down\");\n }\n\n // Normalize to prevent faster diagonal movement\n if (direction.Length() > 1.0f)\n {\n direction = direction.Normalized();\n }\n\n return direction;\n }\n\n /// <summary>\n /// Updates the walking animation based on player movement state.\n /// Creates a natural bobbing motion for body parts during movement.\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n /// <param name=\"inputDirection\">Current movement input direction.</param>\n private void UpdateWalkAnimation(float delta, Vector2 inputDirection)\n {\n bool isMoving = inputDirection != Vector2.Zero || Velocity.Length() > 10.0f;\n\n if (isMoving)\n {\n // Accumulate animation time based on movement speed\n float speedFactor = Velocity.Length() / MaxSpeed;\n _walkAnimTime += delta * WalkAnimSpeed * speedFactor;\n _isWalking = true;\n\n // Calculate animation offsets using sine waves\n // Body bobs up and down (frequency = 2x for double step)\n float bodyBob = Mathf.Sin(_walkAnimTime * 2.0f) * 1.5f * WalkAnimIntensity;\n\n // Head bobs slightly less than body (dampened)\n float headBob = Mathf.Sin(_walkAnimTime * 2.0f) * 0.8f * WalkAnimIntensity;\n\n // Arms swing opposite to each other (alternating)\n float armSwing = Mathf.Sin(_walkAnimTime) * 3.0f * WalkAnimIntensity;\n\n // Apply offsets to sprites\n if (_bodySprite != null)\n {\n _bodySprite.Position = _baseBodyPos + new Vector2(0, bodyBob);\n }\n\n if (_headSprite != null)\n {\n _headSprite.Position = _baseHeadPos + new Vector2(0, headBob);\n }\n\n if (_leftArmSprite != null)\n {\n // Left arm swings forward/back (y-axis in top-down)\n _leftArmSprite.Position = _baseLeftArmPos + new Vector2(armSwing, 0);\n }\n\n if (_rightArmSprite != null)\n {\n // Right arm swings opposite to left arm\n _rightArmSprite.Position = _baseRightArmPos + new Vector2(-armSwing, 0);\n }\n }\n else\n {\n // Return to idle pose smoothly\n if (_isWalking)\n {\n _isWalking = false;\n _walkAnimTime = 0.0f;\n }\n\n // Interpolate back to base positions\n float lerpSpeed = 10.0f * delta;\n if (_bodySprite != null)\n {\n _bodySprite.Position = _bodySprite.Position.Lerp(_baseBodyPos, lerpSpeed);\n }\n if (_headSprite != null)\n {\n _headSprite.Position = _headSprite.Position.Lerp(_baseHeadPos, lerpSpeed);\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Position = _leftArmSprite.Position.Lerp(_baseLeftArmPos, lerpSpeed);\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.Position = _rightArmSprite.Position.Lerp(_baseRightArmPos, lerpSpeed);\n }\n }\n }\n\n /// <summary>\n /// Handles the R-F-R reload sequence input.\n /// Step 0: Press R to start sequence (eject magazine)\n /// Step 1: Press F to continue (insert new magazine)\n /// Step 2: Press R to complete reload instantly (chamber round)\n ///\n /// Bullet in chamber mechanics:\n /// - At step 1 (R pressed): shooting resets the combo\n /// - At step 2 (R->F pressed): if previous magazine had ammo, one chamber bullet can be fired\n /// - After reload: if chamber bullet was fired, subtract one from new magazine\n ///\n /// Note: This reload sequence is skipped for weapons that use tube magazines (like Shotgun),\n /// which have their own shell-by-shell reload mechanism via RMB drag gestures.\n /// </summary>\n private void HandleReloadSequenceInput()\n {\n if (CurrentWeapon == null)\n {\n return;\n }\n\n // Skip R-F-R reload sequence for weapons that use tube magazines (like Shotgun)\n // These weapons have their own reload mechanism (shell-by-shell via RMB gestures)\n // Pressing R key should be ignored for these weapons to avoid breaking ammo tracking\n if (CurrentWeapon is Shotgun)\n {\n return;\n }\n\n // Can't reload if magazine is full (and not in reload sequence)\n if (!_isReloadingSequence && CurrentWeapon.CurrentAmmo >= (CurrentWeapon.WeaponData?.MagazineSize ?? 0))\n {\n return;\n }\n\n // Can't reload if no reserve ammo (and not in reload sequence)\n if (!_isReloadingSequence && CurrentWeapon.ReserveAmmo <= 0)\n {\n return;\n }\n\n // Check if this is a pistol-type weapon that uses R->R reload (2-step) instead of R->F->R (3-step)\n bool isPistolReload = CurrentWeapon is MakarovPM;\n\n // Handle R key (first and third step, or both steps for pistol)\n if (Input.IsActionJustPressed(\"reload\"))\n {\n if (_reloadSequenceStep == 0)\n {\n // Starting fresh - check conditions\n if (CurrentWeapon.CurrentAmmo >= (CurrentWeapon.WeaponData?.MagazineSize ?? 0))\n {\n return; // Magazine is full\n }\n if (CurrentWeapon.ReserveAmmo <= 0)\n {\n return; // No reserve ammo\n }\n\n // Start reload sequence - eject magazine\n _isReloadingSequence = true;\n _reloadSequenceStep = 1;\n _ammoAtReloadStart = CurrentWeapon.CurrentAmmo;\n GD.Print($\"[Player] Reload sequence started (R pressed) - ammo at start: {_ammoAtReloadStart}\" +\n (isPistolReload ? \" - press R to complete (pistol)\" : \" - press F next\"));\n // Start animation: Step 1 - Grab magazine from chest\n StartReloadAnimPhase(ReloadAnimPhase.GrabMagazine, ReloadAnimGrabDuration);\n // Play first reload sound (PM-specific or generic mag out)\n if (isPistolReload)\n PlayPmReloadAction1Sound();\n else\n PlayReloadMagOutSound();\n EmitSignal(SignalName.ReloadSequenceProgress, 1, isPistolReload ? 2 : 3);\n // Notify enemies that player has started reloading (vulnerable state)\n EmitSignal(SignalName.ReloadStarted);\n }\n else if (_reloadSequenceStep == 1 && isPistolReload)\n {\n // Pistol R->R reload: second R completes reload (combines F and final R steps)\n // Set up chamber bullet based on ammo at reload start\n bool hadAmmoInMagazine = _ammoAtReloadStart > 0;\n CurrentWeapon.StartReloadSequence(hadAmmoInMagazine);\n\n GD.Print(\"[Player] Pistol reload: R->R complete (magazine inserted)\");\n // Start animation: Insert magazine\n StartReloadAnimPhase(ReloadAnimPhase.InsertMagazine, ReloadAnimInsertDuration);\n // Play second PM reload sound\n PlayPmReloadAction2Sound();\n EmitSignal(SignalName.ReloadSequenceProgress, 2, 2);\n CompleteReloadSequence();\n }\n else if (_reloadSequenceStep == 1 && !isPistolReload)\n {\n // Non-pistol: pressing R again at step 1 restarts the sequence\n _isReloadingSequence = true;\n _reloadSequenceStep = 1;\n _ammoAtReloadStart = CurrentWeapon.CurrentAmmo;\n GD.Print($\"[Player] Reload sequence restarted (R pressed again) - ammo at start: {_ammoAtReloadStart} - press F next\");\n StartReloadAnimPhase(ReloadAnimPhase.GrabMagazine, ReloadAnimGrabDuration);\n PlayReloadMagOutSound();\n EmitSignal(SignalName.ReloadSequenceProgress, 1, 3);\n EmitSignal(SignalName.ReloadStarted);\n }\n else if (_reloadSequenceStep == 2)\n {\n // Complete reload sequence - instant reload! (non-pistol: 3rd step)\n // Start animation: Step 3 - Pull bolt/charging handle (back and forth motion)\n StartReloadAnimPhase(ReloadAnimPhase.PullBolt, ReloadAnimBoltPullDuration);\n // Play bolt cycling sound\n PlayM16BoltSound();\n CompleteReloadSequence();\n }\n }\n\n // Handle F key (reload_step action - second step, only for non-pistol weapons)\n if (Input.IsActionJustPressed(\"reload_step\") && !isPistolReload)\n {\n if (_reloadSequenceStep == 1)\n {\n // Continue to next step - set up chamber bullet\n _reloadSequenceStep = 2;\n\n // Set up bullet in chamber based on ammo at reload start\n bool hadAmmoInMagazine = _ammoAtReloadStart > 0;\n CurrentWeapon.StartReloadSequence(hadAmmoInMagazine);\n\n GD.Print($\"[Player] Reload sequence step 2 (F pressed) - bullet in chamber: {hadAmmoInMagazine} - press R to complete\");\n // Start animation: Step 2 - Insert magazine into rifle\n StartReloadAnimPhase(ReloadAnimPhase.InsertMagazine, ReloadAnimInsertDuration);\n // Play magazine in sound\n PlayReloadMagInSound();\n EmitSignal(SignalName.ReloadSequenceProgress, 2, 3);\n }\n else if (_isReloadingSequence)\n {\n // Wrong key pressed, reset sequence\n GD.Print(\"[Player] Wrong key! Reload sequence reset (expected R)\");\n // Restart animation from grab phase\n StartReloadAnimPhase(ReloadAnimPhase.GrabMagazine, ReloadAnimGrabDuration);\n ResetReloadSequence();\n }\n }\n }\n\n /// <summary>\n /// Plays the magazine out sound (first reload step).\n /// </summary>\n private void PlayReloadMagOutSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_reload_mag_out\"))\n {\n audioManager.Call(\"play_reload_mag_out\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the magazine in sound (second reload step).\n /// </summary>\n private void PlayReloadMagInSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_reload_mag_in\"))\n {\n audioManager.Call(\"play_reload_mag_in\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the first Makarov PM reload action sound (eject magazine).\n /// </summary>\n private void PlayPmReloadAction1Sound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_reload_action_1\"))\n {\n audioManager.Call(\"play_pm_reload_action_1\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the second Makarov PM reload action sound (insert magazine).\n /// </summary>\n private void PlayPmReloadAction2Sound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_reload_action_2\"))\n {\n audioManager.Call(\"play_pm_reload_action_2\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the M16 bolt cycling sound (third reload step).\n /// </summary>\n private void PlayM16BoltSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_m16_bolt\"))\n {\n audioManager.Call(\"play_m16_bolt\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Completes the reload sequence, instantly reloading the weapon.\n /// </summary>\n private void CompleteReloadSequence()\n {\n if (CurrentWeapon == null)\n {\n return;\n }\n\n // Perform instant reload\n CurrentWeapon.InstantReload();\n\n GD.Print(\"[Player] Reload sequence complete! Magazine refilled instantly.\");\n EmitSignal(SignalName.ReloadSequenceProgress, 3, 3);\n EmitSignal(SignalName.ReloadCompleted);\n\n ResetReloadSequence();\n }\n\n /// <summary>\n /// Resets the reload sequence to the beginning.\n /// Also cancels the weapon's reload sequence state.\n /// </summary>\n private void ResetReloadSequence()\n {\n _reloadSequenceStep = 0;\n _isReloadingSequence = false;\n _ammoAtReloadStart = 0;\n\n // Return arms to idle if reload animation was active\n if (_reloadAnimPhase != ReloadAnimPhase.None)\n {\n StartReloadAnimPhase(ReloadAnimPhase.ReturnIdle, ReloadAnimReturnDuration);\n }\n\n // Cancel weapon's reload sequence state\n CurrentWeapon?.CancelReloadSequence();\n }\n\n /// <summary>\n /// Gets whether the player is currently in a reload sequence.\n /// </summary>\n public bool IsReloadingSequence => _isReloadingSequence;\n\n /// <summary>\n /// Gets the current reload sequence step (0-2).\n /// </summary>\n public int ReloadSequenceStep => _reloadSequenceStep;\n\n /// <summary>\n /// Fires a bullet towards the mouse cursor.\n /// Uses weapon system if available, otherwise uses direct bullet spawning.\n /// </summary>\n private void Shoot()\n {\n // Calculate direction towards mouse cursor\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 shootDirection = (mousePos - GlobalPosition).Normalized();\n\n // If we have a weapon equipped, use it\n if (CurrentWeapon != null)\n {\n // When SniperRifle scope is active, fire towards the scope crosshair center\n // instead of the mouse cursor (the camera is offset, so mouse != crosshair)\n var sniperRifle = CurrentWeapon as SniperRifle;\n if (sniperRifle != null && sniperRifle.IsScopeActive)\n {\n Vector2 scopeTarget = sniperRifle.GetScopeAimTarget();\n shootDirection = (scopeTarget - GlobalPosition).Normalized();\n }\n\n CurrentWeapon.Fire(shootDirection);\n return;\n }\n\n // Otherwise use direct bullet spawning (original behavior)\n SpawnBullet(shootDirection);\n }\n\n /// <summary>\n /// Spawns a bullet directly without using the weapon system.\n /// Preserves the original template behavior.\n /// </summary>\n /// <param name=\"direction\">Direction for the bullet to travel.</param>\n private void SpawnBullet(Vector2 direction)\n {\n if (BulletScene == null)\n {\n return;\n }\n\n // Create bullet instance\n var bullet = BulletScene.Instantiate<Node2D>();\n\n // Set bullet position with offset in shoot direction\n bullet.GlobalPosition = GlobalPosition + direction * BulletSpawnOffset;\n\n // Set bullet direction\n if (bullet.HasMethod(\"SetDirection\"))\n {\n bullet.Call(\"SetDirection\", direction);\n }\n else\n {\n bullet.Set(\"direction\", direction);\n }\n\n // Set shooter ID to prevent self-damage\n if (bullet.HasMethod(\"SetShooterId\"))\n {\n bullet.Call(\"SetShooterId\", GetInstanceId());\n }\n else\n {\n bullet.Set(\"shooter_id\", GetInstanceId());\n }\n\n // Add bullet to the scene tree\n GetTree().CurrentScene.AddChild(bullet);\n }\n\n /// <summary>\n /// Last hit direction stored for blood effect spawning (Issue #350).\n /// </summary>\n private Vector2 _lastHitDirection = Vector2.Right;\n\n /// <summary>\n /// Last caliber data stored for blood effect scaling (Issue #350).\n /// </summary>\n private Godot.Resource? _lastCaliberData = null;\n\n /// <summary>\n /// Called when hit by a projectile via hit_area.gd.\n /// This method name follows GDScript naming convention for cross-language compatibility\n /// with the hit detection system that uses has_method(\"on_hit\") checks.\n /// </summary>\n public void on_hit()\n {\n on_hit_with_info(Vector2.Right, null);\n }\n\n /// <summary>\n /// Called when hit by a projectile with extended hit information (Issue #350).\n /// This method name follows GDScript naming convention for cross-language compatibility\n /// with the hit detection system that uses has_method(\"on_hit_with_info\") checks.\n /// </summary>\n /// <param name=\"hitDirection\">Direction the bullet was traveling.</param>\n /// <param name=\"caliberData\">Caliber resource for effect scaling (can be null).</param>\n public void on_hit_with_info(Vector2 hitDirection, Godot.Resource? caliberData)\n {\n _lastHitDirection = hitDirection;\n _lastCaliberData = caliberData;\n\n // Apply stun effect — immediately stop movement (Issue #592)\n _isStunned = true;\n _stunTimer = StunDuration;\n Velocity = Vector2.Zero;\n LogToFile($\"[Player] Stun applied for {StunDuration * 1000}ms (Issue #592)\");\n\n TakeDamage(1);\n }\n\n /// <inheritdoc/>\n public override void TakeDamage(float amount)\n {\n if (HealthComponent == null || !IsAlive)\n {\n return;\n }\n\n // Check invincibility mode (F6 toggle)\n if (_invincibilityEnabled)\n {\n LogToFile(\"[Player] Hit blocked by invincibility mode (C#)\");\n ShowHitFlash(); // Still show visual feedback for debugging\n // Spawn blood effect for visual feedback even in invincibility mode (Issue #350)\n SpawnBloodEffect(false);\n return;\n }\n\n GD.Print($\"[Player] {Name}: Taking {amount} damage. Current health: {HealthComponent.CurrentHealth}\");\n\n // Show hit flash effect\n ShowHitFlash();\n\n // Determine if this hit will be lethal before applying damage\n bool willBeFatal = HealthComponent.CurrentHealth <= amount;\n\n // Play appropriate hit sound and spawn blood effect (Issue #350)\n if (willBeFatal)\n {\n PlayHitLethalSound();\n SpawnBloodEffect(true);\n }\n else\n {\n PlayHitNonLethalSound();\n SpawnBloodEffect(false);\n }\n\n base.TakeDamage(amount);\n }\n\n /// <summary>\n /// Spawns blood effect at the player's position (Issue #350).\n /// This makes blood effects appear when the player is hit, just like for enemies.\n /// </summary>\n /// <param name=\"isLethal\">Whether this was a lethal hit (affects effect scale).</param>\n private void SpawnBloodEffect(bool isLethal)\n {\n var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n if (impactManager != null && impactManager.HasMethod(\"spawn_blood_effect\"))\n {\n LogToFile($\"[Player] Spawning blood effect at {GlobalPosition}, dir={_lastHitDirection}, lethal={isLethal} (C#)\");\n impactManager.Call(\"spawn_blood_effect\", GlobalPosition, _lastHitDirection, _lastCaliberData, isLethal);\n }\n else\n {\n LogToFile(\"[Player] WARNING: ImpactEffectsManager not found, blood effect not spawned (C#)\");\n }\n }\n\n /// <summary>\n /// Plays the lethal hit sound when player dies.\n /// </summary>\n private void PlayHitLethalSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_hit_lethal\"))\n {\n audioManager.Call(\"play_hit_lethal\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the non-lethal hit sound when player is damaged but survives.\n /// </summary>\n private void PlayHitNonLethalSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_hit_non_lethal\"))\n {\n audioManager.Call(\"play_hit_non_lethal\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Shows a brief flash effect when hit.\n /// </summary>\n private async void ShowHitFlash()\n {\n if (_playerModel == null && _sprite == null)\n {\n return;\n }\n\n SetAllSpritesModulate(HitFlashColor);\n\n await ToSignal(GetTree().CreateTimer(HitFlashDuration), \"timeout\");\n\n // Restore color based on current health (if still alive)\n if (HealthComponent != null && HealthComponent.IsAlive)\n {\n UpdateHealthVisual();\n }\n }\n\n /// <inheritdoc/>\n public override void OnDeath()\n {\n base.OnDeath();\n // Handle player death\n GD.Print(\"Player died!\");\n }\n\n /// <summary>\n /// Equips a new weapon.\n /// </summary>\n /// <param name=\"weapon\">The weapon to equip.</param>\n public void EquipWeapon(BaseWeapon weapon)\n {\n // Unequip current weapon if any\n if (CurrentWeapon != null && CurrentWeapon.GetParent() == this)\n {\n RemoveChild(CurrentWeapon);\n }\n\n CurrentWeapon = weapon;\n\n // Add weapon as child if not already in scene tree\n if (CurrentWeapon.GetParent() == null)\n {\n AddChild(CurrentWeapon);\n }\n }\n\n /// <summary>\n /// Unequips the current weapon.\n /// </summary>\n public void UnequipWeapon()\n {\n if (CurrentWeapon != null && CurrentWeapon.GetParent() == this)\n {\n RemoveChild(CurrentWeapon);\n }\n CurrentWeapon = null;\n }\n\n /// <summary>\n /// Applies weapon selection from GameManager autoload.\n /// This is a C# fallback that ensures weapon selection works even when\n /// GDScript level scripts (test_tier.gd, building_level.gd) fail to execute\n /// due to Godot 4.3 GDScript binary tokenization issues.\n /// Called from _Ready() after auto-equipping the default AssaultRifle.\n /// </summary>\n private void ApplySelectedWeaponFromGameManager()\n {\n var gameManager = GetNodeOrNull(\"/root/GameManager\");\n if (gameManager == null)\n {\n return;\n }\n\n // Get selected weapon ID from GameManager (GDScript autoload)\n var selectedWeaponId = gameManager.Call(\"get_selected_weapon\").AsString();\n if (string.IsNullOrEmpty(selectedWeaponId) || selectedWeaponId == \"makarov_pm\")\n {\n // Default weapon (MakarovPM) - already equipped, nothing to do\n return;\n }\n\n // Map weapon ID to scene path and node name\n string scenePath;\n string weaponNodeName;\n switch (selectedWeaponId)\n {\n case \"m16\":\n scenePath = \"res://scenes/weapons/csharp/AssaultRifle.tscn\";\n weaponNodeName = \"AssaultRifle\";\n break;\n case \"shotgun\":\n scenePath = \"res://scenes/weapons/csharp/Shotgun.tscn\";\n weaponNodeName = \"Shotgun\";\n break;\n case \"mini_uzi\":\n scenePath = \"res://scenes/weapons/csharp/MiniUzi.tscn\";\n weaponNodeName = \"MiniUzi\";\n break;\n case \"silenced_pistol\":\n scenePath = \"res://scenes/weapons/csharp/SilencedPistol.tscn\";\n weaponNodeName = \"SilencedPistol\";\n break;\n case \"sniper\":\n scenePath = \"res://scenes/weapons/csharp/SniperRifle.tscn\";\n weaponNodeName = \"SniperRifle\";\n break;\n case \"makarov_pm\":\n scenePath = \"res://scenes/weapons/csharp/MakarovPM.tscn\";\n weaponNodeName = \"MakarovPM\";\n break;\n default:\n LogToFile($\"[Player.Weapon] Unknown weapon ID '{selectedWeaponId}', keeping default\");\n return;\n }\n\n LogToFile($\"[Player.Weapon] GameManager weapon selection: {selectedWeaponId} ({weaponNodeName})\");\n\n // Remove the default MakarovPM immediately\n var defaultWeapon = GetNodeOrNull<BaseWeapon>(\"MakarovPM\");\n if (defaultWeapon != null)\n {\n RemoveChild(defaultWeapon);\n defaultWeapon.QueueFree();\n LogToFile(\"[Player.Weapon] Removed default MakarovPM\");\n }\n CurrentWeapon = null;\n\n // Load and instantiate the selected weapon\n var weaponScene = GD.Load<PackedScene>(scenePath);\n if (weaponScene != null)\n {\n var weapon = weaponScene.Instantiate<BaseWeapon>();\n weapon.Name = weaponNodeName;\n AddChild(weapon);\n CurrentWeapon = weapon;\n LogToFile($\"[Player.Weapon] Equipped {weaponNodeName} (ammo: {weapon.CurrentAmmo}/{weapon.WeaponData?.MagazineSize ?? 0})\");\n }\n else\n {\n LogToFile($\"[Player.Weapon] ERROR: Failed to load weapon scene: {scenePath}\");\n }\n }\n\n #region Sniper Scope System\n\n /// <summary>\n /// Handles sniper scope input when the SniperRifle is equipped.\n /// RMB activates the scope for aiming beyond the viewport.\n /// Mouse wheel adjusts zoom distance while scoped.\n /// Returns true if the sniper scope consumed the RMB input.\n /// </summary>\n private bool HandleSniperScopeInput()\n {\n // Only handle scope when a SniperRifle is the current weapon\n var sniperRifle = CurrentWeapon as SniperRifle;\n if (sniperRifle == null)\n {\n return false;\n }\n\n // Handle RMB press to activate scope\n if (Input.IsActionJustPressed(\"grenade_throw\"))\n {\n // Only activate scope if not already in a grenade action\n if (_grenadeState == GrenadeState.Idle && !Input.IsActionPressed(\"grenade_prepare\"))\n {\n sniperRifle.ActivateScope();\n return true;\n }\n }\n\n // Handle RMB release to deactivate scope\n if (Input.IsActionJustReleased(\"grenade_throw\") && sniperRifle.IsScopeActive)\n {\n sniperRifle.DeactivateScope();\n return true;\n }\n\n // While scope is active, consume RMB input to prevent grenade handling\n if (sniperRifle.IsScopeActive)\n {\n return true;\n }\n\n return false;\n }\n\n /// <summary>\n /// Handles mouse wheel input for scope zoom when sniper scope is active.\n /// This is called from _UnhandledInput to capture wheel events.\n /// </summary>\n public override void _UnhandledInput(InputEvent @event)\n {\n base._UnhandledInput(@event);\n\n var sniperRifle = CurrentWeapon as SniperRifle;\n if (sniperRifle == null || !sniperRifle.IsScopeActive)\n {\n return;\n }\n\n if (@event is InputEventMouseButton mouseButton)\n {\n if (mouseButton.Pressed)\n {\n if (mouseButton.ButtonIndex == MouseButton.WheelUp)\n {\n sniperRifle.AdjustScopeZoom(1.0f);\n GetViewport().SetInputAsHandled();\n }\n else if (mouseButton.ButtonIndex == MouseButton.WheelDown)\n {\n sniperRifle.AdjustScopeZoom(-1.0f);\n GetViewport().SetInputAsHandled();\n }\n }\n }\n // Handle mouse movement for scope fine-tuning (closer/further by ~1/3 viewport)\n else if (@event is InputEventMouseMotion mouseMotion)\n {\n sniperRifle.AdjustScopeFineTune(mouseMotion.Relative);\n }\n }\n\n #endregion\n\n #region Grenade System\n\n /// <summary>\n /// Handle grenade input with either simple or complex mechanic.\n /// Simple mode (default): Hold RMB to aim with trajectory preview, release to throw.\n /// Complex mode (experimental): G + RMB drag right → hold G+RMB → release G → drag and release RMB.\n /// </summary>\n private void HandleGrenadeInput()\n {\n // Handle throw rotation animation\n HandleThrowRotationAnimation((float)GetPhysicsProcessDeltaTime());\n\n // Check for active grenade explosion (explodes in hand after 4 seconds)\n if (_activeGrenade != null && !IsInstanceValid(_activeGrenade))\n {\n // Grenade exploded while held - return arms to idle\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n ResetGrenadeState();\n return;\n }\n\n // Check if complex grenade throwing is enabled (experimental setting)\n var experimentalSettings = GetNodeOrNull(\"/root/ExperimentalSettings\");\n bool useComplexThrowing = false;\n if (experimentalSettings != null && experimentalSettings.HasMethod(\"is_complex_grenade_throwing\"))\n {\n useComplexThrowing = (bool)experimentalSettings.Call(\"is_complex_grenade_throwing\");\n }\n\n // Debug log once per state change to track mode (logged once when grenade action starts)\n if (_grenadeState == GrenadeState.Idle && (Input.IsActionJustPressed(\"grenade_throw\") || Input.IsActionJustPressed(\"grenade_prepare\")))\n {\n LogToFile($\"[Player.Grenade] Mode check: complex={useComplexThrowing}, settings_node={experimentalSettings != null}\");\n }\n\n if (useComplexThrowing)\n {\n // Complex 3-step throwing mechanic\n switch (_grenadeState)\n {\n case GrenadeState.Idle:\n HandleGrenadeIdleState();\n break;\n case GrenadeState.TimerStarted:\n HandleGrenadeTimerStartedState();\n break;\n case GrenadeState.WaitingForGRelease:\n HandleGrenadeWaitingForGReleaseState();\n break;\n case GrenadeState.Aiming:\n HandleGrenadeAimingState();\n break;\n }\n }\n else\n {\n // Simple trajectory aiming mode - uses same pin-pull mechanic (G+RMB drag)\n // but replaces mouse-velocity throwing with trajectory-to-cursor aiming\n switch (_grenadeState)\n {\n case GrenadeState.Idle:\n // Use same G+RMB drag mechanic as complex mode for pin pull (Step 1)\n HandleGrenadeIdleState();\n break;\n case GrenadeState.TimerStarted:\n // After pin is pulled, RMB starts trajectory aiming (instead of Step 2)\n HandleSimpleGrenadeTimerStartedState();\n break;\n case GrenadeState.SimpleAiming:\n // RMB held: show trajectory preview, release to throw to cursor\n HandleSimpleGrenadeAimingState();\n break;\n default:\n // If we're in a complex-mode state but simple mode is now enabled,\n // reset to allow starting fresh (handles mode switch mid-throw)\n if (_grenadeState == GrenadeState.WaitingForGRelease ||\n _grenadeState == GrenadeState.Aiming)\n {\n LogToFile($\"[Player.Grenade] Mode mismatch: resetting from complex state {_grenadeState} to IDLE\");\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n DropGrenadeAtFeet();\n }\n else\n {\n ResetGrenadeState();\n }\n }\n break;\n }\n }\n }\n\n /// <summary>\n /// Handle grenade input in Idle state.\n /// Waiting for G + RMB drag right to start timer (Step 1).\n /// </summary>\n private void HandleGrenadeIdleState()\n {\n // Start grab animation when G is first pressed (check before the is_action_pressed block)\n if (Input.IsActionJustPressed(\"grenade_prepare\") && _currentGrenades > 0)\n {\n StartGrenadeAnimPhase(GrenadeAnimPhase.GrabGrenade, AnimGrabDuration);\n LogToFile(\"[Player.Grenade] G pressed - starting grab animation\");\n }\n\n // Check if G key is held and player has grenades\n if (Input.IsActionPressed(\"grenade_prepare\") && _currentGrenades > 0)\n {\n // Check if RMB was just pressed (start of drag)\n if (Input.IsActionJustPressed(\"grenade_throw\"))\n {\n _grenadeDragStart = GetGlobalMousePosition();\n _grenadeDragActive = true;\n LogToFile($\"[Player.Grenade] Step 1 started: G held, RMB pressed at {_grenadeDragStart}\");\n }\n\n // Check if RMB was released (end of drag)\n if (_grenadeDragActive && Input.IsActionJustReleased(\"grenade_throw\"))\n {\n Vector2 dragEnd = GetGlobalMousePosition();\n Vector2 dragVector = dragEnd - _grenadeDragStart;\n\n // Check if drag was to the right and long enough\n if (dragVector.X > MinDragDistanceForStep1)\n {\n StartGrenadeTimer();\n // Start pull pin animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.PullPin, AnimPinDuration);\n LogToFile($\"[Player.Grenade] Step 1 complete! Drag: {dragVector}\");\n }\n else\n {\n LogToFile($\"[Player.Grenade] Step 1 failed: drag not far enough right ({dragVector.X} < {MinDragDistanceForStep1})\");\n }\n _grenadeDragActive = false;\n }\n }\n else\n {\n _grenadeDragActive = false;\n // If G was released and we were in grab animation, return to idle\n if (_grenadeAnimPhase == GrenadeAnimPhase.GrabGrenade)\n {\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n }\n }\n }\n\n /// <summary>\n /// Handle grenade input in TimerStarted state.\n /// Waiting for RMB to be pressed while G is held (Step 2 part 1).\n /// </summary>\n private void HandleGrenadeTimerStartedState()\n {\n // If G is released, drop grenade at feet\n if (!Input.IsActionPressed(\"grenade_prepare\"))\n {\n LogToFile(\"[Player.Grenade] G released - dropping grenade at feet\");\n DropGrenadeAtFeet();\n return;\n }\n\n // Check if RMB is pressed to enter WaitingForGRelease state\n if (Input.IsActionJustPressed(\"grenade_throw\"))\n {\n _grenadeState = GrenadeState.WaitingForGRelease;\n // Start hands approach animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.HandsApproach, AnimApproachDuration);\n LogToFile(\"[Player.Grenade] Step 2 part 1: G+RMB held - now release G to ready the throw\");\n }\n }\n\n /// <summary>\n /// Handle grenade input in WaitingForGRelease state.\n /// G+RMB are both held, waiting for G to be released (Step 2 part 2).\n /// </summary>\n private void HandleGrenadeWaitingForGReleaseState()\n {\n // If RMB is released before G, go back to TimerStarted\n if (!Input.IsActionPressed(\"grenade_throw\"))\n {\n _grenadeState = GrenadeState.TimerStarted;\n LogToFile(\"[Player.Grenade] RMB released before G - back to waiting for RMB\");\n return;\n }\n\n // If G is released while RMB is still held, enter Aiming state\n if (!Input.IsActionPressed(\"grenade_prepare\"))\n {\n _grenadeState = GrenadeState.Aiming;\n _grenadeDragStart = GetGlobalMousePosition();\n _prevMousePos = _grenadeDragStart;\n // Initialize velocity tracking for realistic throwing\n _mouseVelocityHistory.Clear();\n _currentMouseVelocity = Vector2.Zero;\n _totalSwingDistance = 0.0f;\n _prevFrameTime = Time.GetTicksMsec() / 1000.0;\n // Start transfer animation (grenade to throwing hand)\n StartGrenadeAnimPhase(GrenadeAnimPhase.Transfer, AnimTransferDuration);\n LogToFile(\"[Player.Grenade] Step 2 complete: G released, RMB held - now aiming (velocity-based throwing enabled)\");\n }\n }\n\n /// <summary>\n /// Handle grenade input in Aiming state.\n /// Only RMB is held (G was released), waiting for drag and release to throw.\n /// </summary>\n private void HandleGrenadeAimingState()\n {\n // In this state, G is already released (that's how we got here)\n // We only care about RMB\n\n // Transition from transfer to wind-up after transfer completes\n if (_grenadeAnimPhase == GrenadeAnimPhase.Transfer && _grenadeAnimTimer <= 0)\n {\n StartGrenadeAnimPhase(GrenadeAnimPhase.WindUp, 0); // Wind-up is continuous\n LogToFile(\"[Player.Grenade.Anim] Entered wind-up phase\");\n }\n\n // Update wind-up intensity while in wind-up phase\n if (_grenadeAnimPhase == GrenadeAnimPhase.WindUp)\n {\n UpdateWindUpIntensity();\n }\n\n // Request redraw for debug trajectory visualization\n if (_debugModeEnabled)\n {\n QueueRedraw();\n }\n\n // If RMB is released, throw the grenade\n if (Input.IsActionJustReleased(\"grenade_throw\"))\n {\n // Start throw animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.Throw, AnimThrowDuration);\n Vector2 dragEnd = GetGlobalMousePosition();\n ThrowGrenade(dragEnd);\n }\n }\n\n #region Simple Grenade Throwing Mode\n\n /// <summary>\n /// Handle TIMER_STARTED state for simple grenade throwing mode.\n /// After pin is pulled (G+RMB drag), wait for RMB to start trajectory aiming.\n /// If G is released, drop grenade at feet.\n /// </summary>\n private void HandleSimpleGrenadeTimerStartedState()\n {\n // Make grenade follow player while G is held\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n _activeGrenade.GlobalPosition = GlobalPosition;\n }\n\n // If G is released, drop grenade at feet\n if (!Input.IsActionPressed(\"grenade_prepare\"))\n {\n LogToFile(\"[Player.Grenade.Simple] G released - dropping grenade at feet\");\n DropGrenadeAtFeet();\n return;\n }\n\n // Check if RMB is pressed to enter SimpleAiming state\n if (Input.IsActionJustPressed(\"grenade_throw\"))\n {\n _grenadeState = GrenadeState.SimpleAiming;\n _isPreparingGrenade = true;\n // Store initial mouse position for aiming\n _aimDragStart = GetGlobalMousePosition();\n // Start hands approach animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.HandsApproach, AnimApproachDuration);\n LogToFile(\"[Player.Grenade.Simple] RMB pressed after pin pull - starting trajectory aiming\");\n }\n }\n\n /// <summary>\n /// Handle SIMPLE_AIMING state: RMB held, showing trajectory preview.\n /// Cursor position = landing point. Release RMB to throw.\n /// G can be released while RMB is held - grenade stays ready.\n /// </summary>\n private void HandleSimpleGrenadeAimingState()\n {\n // Request redraw for trajectory visualization (always show in simple mode)\n QueueRedraw();\n\n // Make grenade follow player\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n _activeGrenade.GlobalPosition = GlobalPosition;\n }\n\n // Update arm animation based on wind-up\n UpdateSimpleWindUpAnimation();\n\n // If animation phases need to transition\n if (_grenadeAnimPhase == GrenadeAnimPhase.HandsApproach && _grenadeAnimTimer <= 0)\n {\n _grenadeAnimPhase = GrenadeAnimPhase.WindUp;\n }\n\n // Check for RMB release - throw the grenade!\n if (Input.IsActionJustReleased(\"grenade_throw\"))\n {\n ThrowSimpleGrenade();\n }\n\n // Check for cancellation (if grenade was somehow destroyed)\n if (_activeGrenade == null || !IsInstanceValid(_activeGrenade))\n {\n ResetGrenadeState();\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n }\n }\n\n /// <summary>\n /// Update wind-up animation based on distance from player to cursor.\n /// </summary>\n private void UpdateSimpleWindUpAnimation()\n {\n Vector2 currentMouse = GetGlobalMousePosition();\n float distance = GlobalPosition.DistanceTo(currentMouse);\n\n // Calculate wind-up intensity based on distance (0-500 pixels = 0-1 intensity)\n const float maxDistance = 500.0f;\n _windUpIntensity = Mathf.Clamp(distance / maxDistance, 0.0f, 1.0f);\n }\n\n /// <summary>\n /// Throw the grenade in simple mode.\n /// Direction and distance based on cursor position relative to player.\n /// </summary>\n private void ThrowSimpleGrenade()\n {\n if (_activeGrenade == null || !IsInstanceValid(_activeGrenade))\n {\n LogToFile(\"[Player.Grenade.Simple] Cannot throw: no active grenade\");\n ResetGrenadeState();\n return;\n }\n\n Vector2 targetPos = GetGlobalMousePosition();\n Vector2 toTarget = targetPos - GlobalPosition;\n\n // Calculate throw direction\n Vector2 throwDirection = toTarget.Length() > 10.0f ? toTarget.Normalized() : new Vector2(1, 0);\n\n // FIX for issue #398: Account for spawn offset in distance calculation\n // The grenade starts 60 pixels ahead of the player in the throw direction,\n // so we need to calculate distance from spawn position to target, not from player to target\n const float spawnOffset = 60.0f;\n Vector2 spawnPosition = GlobalPosition + throwDirection * spawnOffset;\n float throwDistance = (targetPos - spawnPosition).Length();\n\n // Ensure minimum throw distance\n if (throwDistance < 10.0f) throwDistance = 10.0f;\n\n // Get grenade's actual physics properties for accurate calculation\n // FIX for issue #398: Use actual grenade properties instead of hardcoded values\n float groundFriction = 300.0f; // Default\n float maxThrowSpeed = 850.0f; // Default\n if (_activeGrenade.Get(\"ground_friction\").VariantType != Variant.Type.Nil)\n {\n groundFriction = (float)_activeGrenade.Get(\"ground_friction\");\n }\n if (_activeGrenade.Get(\"max_throw_speed\").VariantType != Variant.Type.Nil)\n {\n maxThrowSpeed = (float)_activeGrenade.Get(\"max_throw_speed\");\n }\n\n // Calculate throw speed needed to reach target (using physics)\n // Distance = v^2 / (2 * friction) → v = sqrt(2 * friction * distance)\n // FIX for issue #428: Apply 16% compensation factor to account for:\n // 1. Discrete time integration error from Godot's 60 FPS Euler integration (~0.8%)\n // 2. Additional physics damping effects in Godot's RigidBody2D (~12.5%)\n // Empirically tested: grenades travel ~86% of calculated distance without compensation.\n // Factor of 1.16 (≈ 1/0.86) brings actual landing position to match target cursor position.\n const float physicsCompensationFactor = 1.16f;\n float requiredSpeed = Mathf.Sqrt(2.0f * groundFriction * throwDistance * physicsCompensationFactor);\n\n // Clamp to grenade's max throw speed\n float throwSpeed = Mathf.Min(requiredSpeed, maxThrowSpeed);\n\n // Calculate actual landing distance with clamped speed (for logging)\n float actualDistance = (throwSpeed * throwSpeed) / (2.0f * groundFriction);\n\n LogToFile($\"[Player.Grenade.Simple] Throwing! Target: {targetPos}, Distance: {actualDistance:F1}, Speed: {throwSpeed:F1}, Friction: {groundFriction:F1}\");\n\n // Rotate player to face throw direction\n RotatePlayerForThrow(throwDirection);\n\n // Calculate safe spawn position with wall check\n Vector2 intendedSpawnPosition = GlobalPosition + throwDirection * spawnOffset;\n Vector2 safeSpawnPosition = GetSafeGrenadeSpawnPosition(GlobalPosition, intendedSpawnPosition, throwDirection);\n\n // FIX for issue #398: Set grenade position to spawn point BEFORE throwing\n // The grenade follows the player during aiming at GlobalPosition,\n // but the distance calculation assumes it starts from spawnPosition (60px ahead).\n // Without this fix, the grenade lands ~60px short of the target.\n _activeGrenade.GlobalPosition = safeSpawnPosition;\n\n // FIX for Issue #432: Mark grenade as thrown BEFORE unfreezing to avoid race condition.\n // If MarkAsThrown() is called after unfreezing, the BodyEntered signal could fire\n // before IsThrown is set, causing impact detection to fail.\n var grenadeTimer = _activeGrenade.GetNodeOrNull<GrenadeTimer>(\"GrenadeTimer\");\n if (grenadeTimer != null)\n {\n grenadeTimer.MarkAsThrown();\n }\n\n // Unfreeze and throw the grenade\n _activeGrenade.Freeze = false;\n\n // FIX for Issue #432: ALWAYS set velocity directly in C# as primary mechanism.\n // GDScript methods called via Call() may silently fail in exported builds,\n // causing grenades to fly infinitely (no velocity set) or not move at all.\n // By setting velocity directly in C#, we guarantee the grenade moves correctly.\n _activeGrenade.LinearVelocity = throwDirection * throwSpeed;\n _activeGrenade.Rotation = throwDirection.Angle();\n\n LogToFile($\"[Player.Grenade.Simple] C# set velocity directly: dir={throwDirection}, speed={throwSpeed:F1}, spawn={safeSpawnPosition}\");\n\n // Also try to call GDScript method for any additional setup it might do\n // (visual effects, sound, etc.), but the velocity is already set above\n if (_activeGrenade.HasMethod(\"throw_grenade_simple\"))\n {\n _activeGrenade.Call(\"throw_grenade_simple\", throwDirection, throwSpeed);\n }\n\n // Start throw animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.Throw, AnimThrowDuration);\n\n // Emit signal and play sound\n EmitSignal(SignalName.GrenadeThrown);\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_grenade_throw\"))\n {\n audioManager.Call(\"play_grenade_throw\", GlobalPosition);\n }\n\n LogToFile(\"[Player.Grenade.Simple] Grenade thrown!\");\n\n // Reset state\n ResetGrenadeState();\n }\n\n #endregion\n\n /// <summary>\n /// Start the grenade timer (step 1 complete - pin pulled).\n /// Creates the grenade instance and starts its 4-second fuse.\n /// </summary>\n private void StartGrenadeTimer()\n {\n if (_currentGrenades <= 0)\n {\n LogToFile(\"[Player.Grenade] Cannot start timer: no grenades\");\n return;\n }\n\n if (GrenadeScene == null)\n {\n LogToFile(\"[Player.Grenade] Cannot start timer: GrenadeScene is null\");\n return;\n }\n\n // Create grenade instance (held by player)\n _activeGrenade = GrenadeScene.Instantiate<RigidBody2D>();\n if (_activeGrenade == null)\n {\n LogToFile(\"[Player.Grenade] Failed to instantiate grenade scene\");\n return;\n }\n\n // Add grenade to scene first (must be in tree before setting GlobalPosition)\n GetTree().CurrentScene.AddChild(_activeGrenade);\n\n // FIX for Issue #432 (activation position bug): Freeze the grenade IMMEDIATELY after creation.\n // This MUST happen before setting position to prevent physics engine interference.\n // Root cause: GDScript _ready() sets freeze=true, but GDScript doesn't run in exports!\n // Without this fix, the physics engine can move the unfrozen grenade while player moves,\n // causing the grenade to be thrown from the activation position instead of player's current position.\n // See commit 60f7cae for original fix and docs/case-studies/issue-183/ for detailed analysis.\n _activeGrenade.FreezeMode = RigidBody2D.FreezeModeEnum.Kinematic;\n _activeGrenade.Freeze = true;\n\n // Set position AFTER AddChild and AFTER freezing (GlobalPosition only works when node is in the scene tree)\n _activeGrenade.GlobalPosition = GlobalPosition;\n\n // FIX for Issue #432: Add C# GrenadeTimer component for reliable explosion handling.\n // GDScript methods called via Call() may silently fail in exports, causing grenades\n // to fly infinitely without exploding. This C# component provides a reliable fallback.\n AddGrenadeTimerComponent(_activeGrenade);\n\n // Activate the grenade timer (starts 4s countdown)\n // Try GDScript first, but C# GrenadeTimer will handle it if this fails\n if (_activeGrenade.HasMethod(\"activate_timer\"))\n {\n _activeGrenade.Call(\"activate_timer\");\n }\n // Also activate C# timer as reliable fallback\n var grenadeTimer = _activeGrenade.GetNodeOrNull<GrenadeTimer>(\"GrenadeTimer\");\n if (grenadeTimer != null)\n {\n grenadeTimer.ActivateTimer();\n }\n\n _grenadeState = GrenadeState.TimerStarted;\n\n // Decrement grenade count now (pin is pulled) - but not on tutorial level (infinite)\n if (!_isTutorialLevel)\n {\n _currentGrenades--;\n }\n EmitSignal(SignalName.GrenadeChanged, _currentGrenades, MaxGrenades);\n\n // Play grenade prepare sound\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_grenade_prepare\"))\n {\n audioManager.Call(\"play_grenade_prepare\", GlobalPosition);\n }\n\n LogToFile($\"[Player.Grenade] Timer started, grenade created at {GlobalPosition}\");\n }\n\n /// <summary>\n /// Add C# GrenadeTimer component to grenade for reliable explosion handling.\n /// FIX for Issue #432: GDScript methods called via Call() may silently fail in exports.\n /// </summary>\n private void AddGrenadeTimerComponent(RigidBody2D grenade)\n {\n // Determine grenade type from scene name\n var grenadeType = GrenadeTimer.GrenadeType.Flashbang;\n var scenePath = grenade.SceneFilePath;\n if (scenePath.Contains(\"Frag\", StringComparison.OrdinalIgnoreCase))\n {\n grenadeType = GrenadeTimer.GrenadeType.Frag;\n }\n\n // Create and configure the GrenadeTimer component\n var timer = new GrenadeTimer();\n timer.Name = \"GrenadeTimer\";\n timer.Type = grenadeType;\n\n // Copy relevant properties from grenade (if they exist as exported properties)\n if (grenade.HasMeta(\"fuse_time\") || grenade.Get(\"fuse_time\").VariantType != Variant.Type.Nil)\n {\n timer.FuseTime = (float)grenade.Get(\"fuse_time\");\n }\n if (grenade.HasMeta(\"effect_radius\") || grenade.Get(\"effect_radius\").VariantType != Variant.Type.Nil)\n {\n timer.EffectRadius = (float)grenade.Get(\"effect_radius\");\n }\n if (grenade.HasMeta(\"explosion_damage\") || grenade.Get(\"explosion_damage\").VariantType != Variant.Type.Nil)\n {\n timer.ExplosionDamage = (int)grenade.Get(\"explosion_damage\");\n }\n if (grenade.HasMeta(\"blindness_duration\") || grenade.Get(\"blindness_duration\").VariantType != Variant.Type.Nil)\n {\n timer.BlindnessDuration = (float)grenade.Get(\"blindness_duration\");\n }\n if (grenade.HasMeta(\"stun_duration\") || grenade.Get(\"stun_duration\").VariantType != Variant.Type.Nil)\n {\n timer.StunDuration = (float)grenade.Get(\"stun_duration\");\n }\n // FIX for Issue #432: Copy ground_friction for C# friction handling\n // GDScript _physics_process() may not run in exports, so we need C# to apply friction\n if (grenade.HasMeta(\"ground_friction\") || grenade.Get(\"ground_friction\").VariantType != Variant.Type.Nil)\n {\n timer.GroundFriction = (float)grenade.Get(\"ground_friction\");\n }\n\n // FIX for Issue #432: Apply type-based defaults BEFORE adding to scene.\n // GDScript Get() calls may fail silently in exported builds, leaving us with\n // incorrect values (e.g., Frag grenade using Flashbang's 400 radius instead of 225).\n timer.SetTypeBasedDefaults();\n\n // Add the timer component to the grenade\n grenade.AddChild(timer);\n LogToFile($\"[Player.Grenade] Added GrenadeTimer component (type: {grenadeType})\");\n }\n\n /// <summary>\n /// Drop the grenade at player's feet (when G is released before throwing).\n /// </summary>\n private void DropGrenadeAtFeet()\n {\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n // Set position to current player position before unfreezing\n _activeGrenade.GlobalPosition = GlobalPosition;\n // Unfreeze the grenade so physics works and it can explode\n _activeGrenade.Freeze = false;\n // The grenade stays where it is (at player's feet)\n LogToFile($\"[Player.Grenade] Grenade dropped at feet at {_activeGrenade.GlobalPosition} (unfrozen)\");\n }\n // Start return animation\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n ResetGrenadeState();\n }\n\n /// <summary>\n /// Reset grenade state to idle.\n /// </summary>\n private void ResetGrenadeState()\n {\n _grenadeState = GrenadeState.Idle;\n _grenadeDragActive = false;\n _grenadeDragStart = Vector2.Zero;\n // Don't null out _activeGrenade - it's now an independent object in the scene\n _activeGrenade = null;\n // Reset wind-up intensity\n _windUpIntensity = 0.0f;\n // Reset velocity tracking for next throw\n _mouseVelocityHistory.Clear();\n _currentMouseVelocity = Vector2.Zero;\n _totalSwingDistance = 0.0f;\n LogToFile(\"[Player.Grenade] State reset to IDLE\");\n }\n\n /// <summary>\n /// Sensitivity multiplier for throw distance calculation.\n /// Higher value = farther throw for same drag distance.\n /// Must match the value used in debug visualization.\n /// </summary>\n private const float ThrowSensitivityMultiplier = 9.0f;\n\n /// <summary>\n /// Throw the grenade using realistic velocity-based physics.\n /// The throw velocity is determined by mouse velocity at release moment, not drag distance.\n /// FIX for issue #313: Direction is now determined by MOUSE VELOCITY (how user moves the mouse)\n /// with snapping to 4 cardinal directions to compensate for imprecise human mouse movement.\n /// </summary>\n /// <param name=\"dragEnd\">The end position of the drag (used for direction fallback).</param>\n private void ThrowGrenade(Vector2 dragEnd)\n {\n if (_activeGrenade == null || !IsInstanceValid(_activeGrenade))\n {\n LogToFile(\"[Player.Grenade] Cannot throw: no active grenade\");\n ResetGrenadeState();\n return;\n }\n\n // Get the mouse velocity at moment of release (for determining throw speed AND direction)\n Vector2 releaseVelocity = _currentMouseVelocity;\n float velocityMagnitude = releaseVelocity.Length();\n\n // FIX for issue #313: Use MOUSE VELOCITY DIRECTION (how the mouse is MOVING)\n // User requirement: grenade flies in the direction the mouse is moving at release\n // NOT toward where the mouse cursor is positioned\n // Example: If user moves mouse DOWN, grenade flies DOWN (regardless of where cursor is)\n Vector2 throwDirection;\n\n if (velocityMagnitude > 10.0f)\n {\n // Primary direction: the direction the mouse is MOVING (velocity direction)\n // FIX for issue #313 v4: Snap to 8 directions (4 cardinal + 4 diagonal)\n // This compensates for imprecise human mouse movement while allowing diagonal throws\n Vector2 rawDirection = releaseVelocity.Normalized();\n throwDirection = SnapToOctantDirection(rawDirection);\n LogToFile($\"[Player.Grenade] Raw direction: {rawDirection}, Snapped direction: {throwDirection}\");\n }\n else\n {\n // Fallback when mouse is not moving - use player-to-mouse as fallback direction\n // FIX for issue #313 v4: Also snap fallback to 8 directions\n Vector2 playerToMouse = dragEnd - GlobalPosition;\n if (playerToMouse.Length() > 10.0f)\n {\n throwDirection = SnapToOctantDirection(playerToMouse.Normalized());\n }\n else\n {\n throwDirection = new Vector2(1, 0); // Default direction (right)\n }\n // FIX for issue #313 v4: When velocity is 0, use a minimum throw speed\n // This prevents grenade from getting \"stuck\" when user stops mouse before release\n float minFallbackVelocity = 2000.0f; // Minimum velocity to ensure grenade travels\n velocityMagnitude = minFallbackVelocity;\n LogToFile($\"[Player.Grenade] Fallback mode: Using minimum velocity {minFallbackVelocity:F1} px/s\");\n }\n\n LogToFile($\"[Player.Grenade] Throwing in mouse velocity direction! Direction: {throwDirection}, Mouse velocity: {velocityMagnitude:F1} px/s, Swing: {_totalSwingDistance:F1}\");\n\n // Rotate player to face throw direction (prevents grenade hitting player when throwing upward)\n RotatePlayerForThrow(throwDirection);\n\n // Calculate intended spawn position (60px in front of player in throw direction)\n float spawnOffset = 60.0f;\n Vector2 intendedSpawnPosition = GlobalPosition + throwDirection * spawnOffset;\n\n // FIXED: Raycast check to prevent spawning grenade behind/inside walls\n // This fixes grenades passing through walls when thrown at close range (\"в упор\")\n Vector2 spawnPosition = GetSafeGrenadeSpawnPosition(GlobalPosition, intendedSpawnPosition, throwDirection);\n _activeGrenade.GlobalPosition = spawnPosition;\n\n // FIX for Issue #432: ALWAYS set velocity directly in C# as primary mechanism.\n // GDScript methods called via Call() may silently fail in exported builds.\n // Calculate throw speed using the same formula as GDScript\n float multiplier = 0.5f;\n float minSwing = 80.0f;\n float maxSpeed = 850.0f;\n float swingTransfer = Mathf.Clamp(_totalSwingDistance / minSwing, 0.0f, 0.65f);\n float finalSpeed = Mathf.Min(velocityMagnitude * multiplier * (0.35f + swingTransfer), maxSpeed);\n\n // FIX for Issue #432: Mark grenade as thrown BEFORE unfreezing to avoid race condition.\n // If MarkAsThrown() is called after unfreezing, the BodyEntered signal could fire\n // before IsThrown is set, causing impact detection to fail.\n var grenadeTimer = _activeGrenade.GetNodeOrNull<GrenadeTimer>(\"GrenadeTimer\");\n if (grenadeTimer != null)\n {\n grenadeTimer.MarkAsThrown();\n }\n\n // Unfreeze and set velocity directly\n _activeGrenade.Freeze = false;\n _activeGrenade.LinearVelocity = throwDirection * finalSpeed;\n _activeGrenade.Rotation = throwDirection.Angle();\n\n LogToFile($\"[Player.Grenade] C# set velocity directly: dir={throwDirection}, speed={finalSpeed:F1}, spawn={spawnPosition}\");\n\n // Also try to call GDScript method for any additional setup\n if (_activeGrenade.HasMethod(\"throw_grenade_with_direction\"))\n {\n _activeGrenade.Call(\"throw_grenade_with_direction\", throwDirection, velocityMagnitude, _totalSwingDistance);\n }\n else if (_activeGrenade.HasMethod(\"throw_grenade_velocity_based\"))\n {\n Vector2 directionalVelocity = throwDirection * velocityMagnitude;\n _activeGrenade.Call(\"throw_grenade_velocity_based\", directionalVelocity, _totalSwingDistance);\n }\n else if (_activeGrenade.HasMethod(\"throw_grenade\"))\n {\n float legacyDistance = velocityMagnitude * 0.5f;\n _activeGrenade.Call(\"throw_grenade\", throwDirection, legacyDistance);\n }\n\n // Emit signal\n EmitSignal(SignalName.GrenadeThrown);\n\n // Play grenade throw sound\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_grenade_throw\"))\n {\n audioManager.Call(\"play_grenade_throw\", GlobalPosition);\n }\n\n LogToFile($\"[Player.Grenade] Thrown! Velocity: {velocityMagnitude:F1}, Swing: {_totalSwingDistance:F1}\");\n\n // Reset state (grenade is now independent)\n ResetGrenadeState();\n }\n\n /// <summary>\n /// Rotate player to face throw direction (with swing animation).\n /// Prevents grenade from hitting player when throwing upward.\n /// </summary>\n /// <param name=\"throwDirection\">The direction of the throw.</param>\n private void RotatePlayerForThrow(Vector2 throwDirection)\n {\n // Store current rotation to restore later\n _playerRotationBeforeThrow = Rotation;\n\n // Calculate target rotation (face throw direction)\n _throwTargetRotation = throwDirection.Angle();\n\n // Apply rotation immediately\n Rotation = _throwTargetRotation;\n\n // Start restore timer\n _isThrowRotating = true;\n _throwRotationRestoreTimer = ThrowRotationDuration;\n\n LogToFile($\"[Player.Grenade] Player rotated for throw: {_playerRotationBeforeThrow} -> {_throwTargetRotation}\");\n }\n\n /// <summary>\n /// Handle throw rotation animation - restore player rotation after throw.\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n private void HandleThrowRotationAnimation(float delta)\n {\n if (!_isThrowRotating)\n {\n return;\n }\n\n _throwRotationRestoreTimer -= delta;\n if (_throwRotationRestoreTimer <= 0)\n {\n // Restore original rotation\n Rotation = _playerRotationBeforeThrow;\n _isThrowRotating = false;\n LogToFile($\"[Player.Grenade] Player rotation restored to {_playerRotationBeforeThrow}\");\n }\n }\n\n /// <summary>\n /// Get a safe spawn position for the grenade that doesn't spawn behind/inside walls.\n /// Uses raycast from player position to intended spawn position to detect walls.\n /// If a wall is detected, spawns the grenade just before the wall (5px safety margin).\n /// </summary>\n /// <param name=\"fromPos\">The player's current position.</param>\n /// <param name=\"intendedPos\">The intended spawn position (player + offset in throw direction).</param>\n /// <param name=\"throwDirection\">The normalized throw direction.</param>\n /// <returns>The safe spawn position for the grenade.</returns>\n private Vector2 GetSafeGrenadeSpawnPosition(Vector2 fromPos, Vector2 intendedPos, Vector2 throwDirection)\n {\n // Get physics space state for raycasting\n var spaceState = GetWorld2D().DirectSpaceState;\n if (spaceState == null)\n {\n LogToFile(\"[Player.Grenade] Warning: Could not get DirectSpaceState for raycast\");\n return intendedPos;\n }\n\n // Create raycast query from player to intended spawn position\n // Collision mask 4 = obstacles layer (walls)\n var query = PhysicsRayQueryParameters2D.Create(fromPos, intendedPos, 4);\n query.Exclude = new Godot.Collections.Array<Rid> { GetRid() }; // Exclude self\n\n var result = spaceState.IntersectRay(query);\n\n // If no wall detected, use intended position\n if (result.Count == 0)\n {\n return intendedPos;\n }\n\n // Wall detected! Calculate safe position (5px before the wall)\n Vector2 wallPosition = (Vector2)result[\"position\"];\n string colliderName = \"Unknown\";\n if (result.ContainsKey(\"collider\"))\n {\n var collider = result[\"collider\"].AsGodotObject();\n if (collider is Node node)\n {\n colliderName = node.Name;\n }\n }\n\n float distanceToWall = fromPos.DistanceTo(wallPosition);\n float safeDistance = Mathf.Max(distanceToWall - 5.0f, 10.0f); // At least 10px from player\n Vector2 safePosition = fromPos + throwDirection * safeDistance;\n\n LogToFile($\"[Player.Grenade] Wall detected at {wallPosition} (collider: {colliderName})! Adjusting spawn from {intendedPos} to {safePosition}\");\n\n return safePosition;\n }\n\n /// <summary>\n /// FIX for issue #313 v4: Snap raw mouse velocity direction to the nearest of 8 directions.\n /// This compensates for imprecise human mouse movement while allowing diagonal throws.\n ///\n /// Uses 8 directions (45° sectors each):\n /// - RIGHT (0°): 0°\n /// - DOWN-RIGHT (45°): 45°\n /// - DOWN (90°): 90°\n /// - DOWN-LEFT (135°): 135°\n /// - LEFT (180°): 180°\n /// - UP-LEFT (-135°): -135°\n /// - UP (-90°): -90°\n /// - UP-RIGHT (-45°): -45°\n /// </summary>\n /// <param name=\"rawDirection\">The raw normalized direction from mouse velocity.</param>\n /// <returns>The snapped direction (one of 8 unit vectors).</returns>\n private Vector2 SnapToOctantDirection(Vector2 rawDirection)\n {\n float angle = rawDirection.Angle(); // Returns angle in radians (-PI to PI)\n float sectorSize = Mathf.Pi / 4.0f; // 45 degrees per sector (8 directions)\n int sectorIndex = Mathf.RoundToInt(angle / sectorSize);\n float snappedAngle = sectorIndex * sectorSize;\n return new Vector2(Mathf.Cos(snappedAngle), Mathf.Sin(snappedAngle));\n }\n\n /// <summary>\n /// Get current grenade count.\n /// </summary>\n public int GetCurrentGrenades()\n {\n return _currentGrenades;\n }\n\n /// <summary>\n /// Get maximum grenade count.\n /// </summary>\n public int GetMaxGrenades()\n {\n return MaxGrenades;\n }\n\n /// <summary>\n /// Add grenades to inventory (e.g., from pickup).\n /// </summary>\n /// <param name=\"count\">Number of grenades to add.</param>\n public void AddGrenades(int count)\n {\n _currentGrenades = Mathf.Min(_currentGrenades + count, MaxGrenades);\n EmitSignal(SignalName.GrenadeChanged, _currentGrenades, MaxGrenades);\n }\n\n /// <summary>\n /// Check if player is preparing to throw a grenade.\n /// </summary>\n public bool IsPreparingGrenade()\n {\n return _grenadeState != GrenadeState.Idle;\n }\n\n #endregion\n\n #region Grenade Animation Methods\n\n /// <summary>\n /// Start a new grenade animation phase.\n /// </summary>\n /// <param name=\"phase\">The GrenadeAnimPhase to transition to.</param>\n /// <param name=\"duration\">How long this phase should last (for timed phases).</param>\n private void StartGrenadeAnimPhase(GrenadeAnimPhase phase, float duration)\n {\n _grenadeAnimPhase = phase;\n _grenadeAnimTimer = duration;\n _grenadeAnimDuration = duration;\n\n // Enable weapon sling when handling grenade\n if (phase != GrenadeAnimPhase.None && phase != GrenadeAnimPhase.ReturnIdle)\n {\n _weaponSlung = true;\n }\n // RETURN_IDLE will unset _weaponSlung when animation completes\n\n LogToFile($\"[Player.Grenade.Anim] Phase changed to: {phase} (duration: {duration:F2}s)\");\n }\n\n /// <summary>\n /// Update grenade animation based on current phase.\n /// Called every frame from _PhysicsProcess.\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n private void UpdateGrenadeAnimation(float delta)\n {\n // Early exit if no animation active\n if (_grenadeAnimPhase == GrenadeAnimPhase.None)\n {\n // Restore normal z-index when not animating\n RestoreArmZIndex();\n return;\n }\n\n // Update phase timer\n if (_grenadeAnimTimer > 0)\n {\n _grenadeAnimTimer -= delta;\n }\n\n // Calculate animation progress (0.0 to 1.0)\n float progress = 1.0f;\n if (_grenadeAnimDuration > 0)\n {\n progress = Mathf.Clamp(1.0f - (_grenadeAnimTimer / _grenadeAnimDuration), 0.0f, 1.0f);\n }\n\n // Calculate target positions based on current phase\n Vector2 leftArmTarget = _baseLeftArmPos;\n Vector2 rightArmTarget = _baseRightArmPos;\n float leftArmRot = 0.0f;\n float rightArmRot = 0.0f;\n float lerpSpeed = AnimLerpSpeed * delta;\n\n // Set arms to lower z-index during grenade operations (below weapon)\n // This ensures arms appear below the weapon as user requested\n SetGrenadeAnimZIndex();\n\n switch (_grenadeAnimPhase)\n {\n case GrenadeAnimPhase.GrabGrenade:\n // Left arm moves back to shoulder/chest area (away from weapon) to grab grenade\n // Large negative X offset pulls the arm from weapon front (x=24) toward body (x~5)\n leftArmTarget = _baseLeftArmPos + ArmLeftChest;\n leftArmRot = Mathf.DegToRad(ArmRotGrab);\n lerpSpeed = AnimLerpSpeedFast * delta;\n break;\n\n case GrenadeAnimPhase.PullPin:\n // Left hand holds grenade at chest level, right hand pulls pin\n leftArmTarget = _baseLeftArmPos + ArmLeftExtended;\n leftArmRot = Mathf.DegToRad(ArmRotLeftAtChest);\n rightArmTarget = _baseRightArmPos + ArmRightPin;\n rightArmRot = Mathf.DegToRad(ArmRotPinPull);\n lerpSpeed = AnimLerpSpeedFast * delta;\n break;\n\n case GrenadeAnimPhase.HandsApproach:\n // Both hands at chest level, preparing for transfer\n leftArmTarget = _baseLeftArmPos + ArmLeftExtended;\n leftArmRot = Mathf.DegToRad(ArmRotLeftAtChest);\n rightArmTarget = _baseRightArmPos + ArmRightApproach;\n break;\n\n case GrenadeAnimPhase.Transfer:\n // Left arm drops back toward body, right hand takes grenade\n leftArmTarget = _baseLeftArmPos + ArmLeftTransfer;\n leftArmRot = Mathf.DegToRad(ArmRotLeftRelaxed * 0.5f);\n rightArmTarget = _baseRightArmPos + ArmRightHold;\n lerpSpeed = AnimLerpSpeed * delta;\n break;\n\n case GrenadeAnimPhase.WindUp:\n // LEFT ARM: Fully retracted to shoulder/body area, hangs at side\n // This is the key position - arm must be clearly NOT on the weapon\n leftArmTarget = _baseLeftArmPos + ArmLeftRelaxed;\n leftArmRot = Mathf.DegToRad(ArmRotLeftRelaxed);\n // RIGHT ARM: Interpolate between min and max wind-up based on intensity\n Vector2 windUpOffset = ArmRightWindMin.Lerp(ArmRightWindMax, _windUpIntensity);\n rightArmTarget = _baseRightArmPos + windUpOffset;\n float windUpRot = Mathf.Lerp(ArmRotWindMin, ArmRotWindMax, _windUpIntensity);\n rightArmRot = Mathf.DegToRad(windUpRot);\n lerpSpeed = AnimLerpSpeedFast * delta; // Responsive to input\n break;\n\n case GrenadeAnimPhase.Throw:\n // Throwing motion - right arm swings forward, left stays at body\n leftArmTarget = _baseLeftArmPos + ArmLeftRelaxed;\n leftArmRot = Mathf.DegToRad(ArmRotLeftRelaxed);\n rightArmTarget = _baseRightArmPos + ArmRightThrow;\n rightArmRot = Mathf.DegToRad(ArmRotThrow);\n lerpSpeed = AnimLerpSpeedFast * delta;\n\n // When throw animation completes, transition to return\n if (_grenadeAnimTimer <= 0)\n {\n StartGrenadeAnimPhase(GrenadeAnimPhase.ReturnIdle, AnimReturnDuration);\n }\n break;\n\n case GrenadeAnimPhase.ReturnIdle:\n // Arms returning to base positions (back to holding weapon)\n leftArmTarget = _baseLeftArmPos;\n rightArmTarget = _baseRightArmPos;\n lerpSpeed = AnimLerpSpeed * delta;\n\n // When return animation completes, end animation\n if (_grenadeAnimTimer <= 0)\n {\n _grenadeAnimPhase = GrenadeAnimPhase.None;\n _weaponSlung = false;\n RestoreArmZIndex();\n LogToFile(\"[Player.Grenade.Anim] Animation complete, returning to normal\");\n }\n break;\n }\n\n // Apply arm positions with smooth interpolation\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Position = _leftArmSprite.Position.Lerp(leftArmTarget, lerpSpeed);\n _leftArmSprite.Rotation = Mathf.Lerp(_leftArmSprite.Rotation, leftArmRot, lerpSpeed);\n }\n\n if (_rightArmSprite != null)\n {\n _rightArmSprite.Position = _rightArmSprite.Position.Lerp(rightArmTarget, lerpSpeed);\n _rightArmSprite.Rotation = Mathf.Lerp(_rightArmSprite.Rotation, rightArmRot, lerpSpeed);\n }\n\n // Update weapon sling animation\n UpdateWeaponSling(delta);\n }\n\n /// <summary>\n /// Set arm z-index for grenade animation (arms below weapon).\n /// </summary>\n private void SetGrenadeAnimZIndex()\n {\n // During grenade operations, arms should appear below the weapon\n // Weapon has z_index = 1, so set arms to 0\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 0;\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 0;\n }\n }\n\n /// <summary>\n /// Restore normal arm z-index (arms above weapon for normal aiming).\n /// </summary>\n private void RestoreArmZIndex()\n {\n // Normal state: arms at z_index 2 (between body and head)\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 2;\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 2;\n }\n }\n\n /// <summary>\n /// Update weapon sling position (lower weapon when handling grenade).\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n private void UpdateWeaponSling(float delta)\n {\n if (_weaponMount == null)\n {\n return;\n }\n\n Vector2 targetPos = _baseWeaponMountPos;\n float targetRot = _baseWeaponMountRot;\n\n if (_weaponSlung)\n {\n // Lower weapon to chest/sling position\n targetPos = _baseWeaponMountPos + WeaponSlingOffset;\n targetRot = _baseWeaponMountRot + WeaponSlingRotation;\n }\n\n float lerpSpeed = AnimLerpSpeed * delta;\n _weaponMount.Position = _weaponMount.Position.Lerp(targetPos, lerpSpeed);\n _weaponMount.Rotation = Mathf.Lerp(_weaponMount.Rotation, targetRot, lerpSpeed);\n }\n\n /// <summary>\n /// Update wind-up intensity and track mouse velocity during aiming.\n /// Uses velocity-based physics for realistic throwing.\n /// </summary>\n private void UpdateWindUpIntensity()\n {\n Vector2 currentMouse = GetGlobalMousePosition();\n double currentTime = Time.GetTicksMsec() / 1000.0;\n\n // Calculate time delta since last frame\n double deltaTime = currentTime - _prevFrameTime;\n if (deltaTime <= 0.0)\n {\n deltaTime = 0.016; // Default to ~60fps if first frame\n }\n\n // Calculate mouse displacement since last frame\n Vector2 mouseDelta = currentMouse - _prevMousePos;\n\n // Accumulate total swing distance for momentum transfer calculation\n _totalSwingDistance += mouseDelta.Length();\n\n // Calculate instantaneous mouse velocity (pixels per second)\n Vector2 instantaneousVelocity = mouseDelta / (float)deltaTime;\n\n // Add to velocity history for smoothing\n _mouseVelocityHistory.Add(instantaneousVelocity);\n if (_mouseVelocityHistory.Count > MouseVelocityHistorySize)\n {\n _mouseVelocityHistory.RemoveAt(0);\n }\n\n // Calculate average velocity from history (smoothed velocity)\n Vector2 velocitySum = Vector2.Zero;\n foreach (Vector2 vel in _mouseVelocityHistory)\n {\n velocitySum += vel;\n }\n _currentMouseVelocity = velocitySum / Math.Max(_mouseVelocityHistory.Count, 1);\n\n // Calculate wind-up intensity based on velocity (for animation)\n // Higher velocity = more wind-up visual effect\n float velocityMagnitude = _currentMouseVelocity.Length();\n // Normalize to a reasonable range (0-2000 pixels/second typical for fast mouse movement)\n float velocityIntensity = Mathf.Clamp(velocityMagnitude / 1500.0f, 0.0f, 1.0f);\n\n _windUpIntensity = velocityIntensity;\n\n // Update tracking for next frame\n _prevMousePos = currentMouse;\n _prevFrameTime = currentTime;\n }\n\n #endregion\n\n #region Reload Animation Methods\n\n /// <summary>\n /// Start a new reload animation phase.\n /// </summary>\n /// <param name=\"phase\">The ReloadAnimPhase to transition to.</param>\n /// <param name=\"duration\">How long this phase should last.</param>\n private void StartReloadAnimPhase(ReloadAnimPhase phase, float duration)\n {\n _reloadAnimPhase = phase;\n _reloadAnimTimer = duration;\n _reloadAnimDuration = duration;\n\n // Reset bolt pull sub-phase when entering bolt pull phase\n if (phase == ReloadAnimPhase.PullBolt)\n {\n _boltPullSubPhase = 0;\n }\n\n LogToFile($\"[Player.Reload.Anim] Phase changed to: {phase} (duration: {duration:F2}s)\");\n }\n\n /// <summary>\n /// Set arm z-index for reload animation (arms BELOW weapon).\n /// User feedback: animated hand should be below weapon, not above it.\n /// </summary>\n private void SetReloadAnimZIndex()\n {\n // During reload operations, arms should appear BELOW the weapon\n // Weapon has z_index = 1, so set arms to 0\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 0;\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 0;\n }\n }\n\n /// <summary>\n /// Update reload animation based on current phase.\n /// Called every frame from _PhysicsProcess.\n /// </summary>\n /// <param name=\"delta\">Time since last frame.</param>\n private void UpdateReloadAnimation(float delta)\n {\n // Early exit if no animation active\n if (_reloadAnimPhase == ReloadAnimPhase.None)\n {\n // Restore normal z-index when not animating\n RestoreArmZIndex();\n return;\n }\n\n // Update phase timer\n if (_reloadAnimTimer > 0)\n {\n _reloadAnimTimer -= delta;\n }\n\n // Calculate target positions based on current phase\n Vector2 leftArmTarget = _baseLeftArmPos;\n Vector2 rightArmTarget = _baseRightArmPos;\n float leftArmRot = 0.0f;\n float rightArmRot = 0.0f;\n float lerpSpeed = AnimLerpSpeed * delta;\n\n // Set arms to lower z-index during reload operations (BELOW weapon)\n // User feedback: \"animated hand should be below weapon, not above it\"\n SetReloadAnimZIndex();\n\n switch (_reloadAnimPhase)\n {\n case ReloadAnimPhase.GrabMagazine:\n // Step 1: Left arm moves to chest to grab new magazine\n leftArmTarget = _baseLeftArmPos + ReloadArmLeftGrab;\n leftArmRot = Mathf.DegToRad(ReloadArmRotLeftGrab);\n rightArmTarget = _baseRightArmPos + ReloadArmRightHold;\n rightArmRot = Mathf.DegToRad(ReloadArmRotRightHold);\n lerpSpeed = AnimLerpSpeedFast * delta;\n break;\n\n case ReloadAnimPhase.InsertMagazine:\n // Step 2: Left arm brings magazine to weapon magwell (at middle of weapon)\n // User feedback: \"step 2 should end at middle of weapon length, not at the end\"\n leftArmTarget = _baseLeftArmPos + ReloadArmLeftInsert;\n leftArmRot = Mathf.DegToRad(ReloadArmRotLeftInsert);\n rightArmTarget = _baseRightArmPos + ReloadArmRightSteady;\n rightArmRot = Mathf.DegToRad(ReloadArmRotRightSteady);\n lerpSpeed = AnimLerpSpeed * delta;\n break;\n\n case ReloadAnimPhase.PullBolt:\n // Step 3: Right hand traces rifle contour - back and forth motion\n // User feedback: \"step 3 should be a movement along the rifle contour\n // right towards and away from oneself (back and forth)\"\n leftArmTarget = _baseLeftArmPos + ReloadArmLeftSupport;\n leftArmRot = Mathf.DegToRad(ReloadArmRotLeftSupport);\n\n if (_boltPullSubPhase == 0)\n {\n // Sub-phase 0: Pull bolt back (toward player)\n rightArmTarget = _baseRightArmPos + ReloadArmRightBoltPull;\n rightArmRot = Mathf.DegToRad(ReloadArmRotRightBoltPull);\n lerpSpeed = AnimLerpSpeedFast * delta;\n\n // Log bolt pull progress periodically\n if (Engine.GetFramesDrawn() % 30 == 0)\n {\n LogToFile($\"[Player.Reload.Anim] Bolt sub-phase 0 (pull back): timer={_reloadAnimTimer:F2}s, rightArm target={rightArmTarget}\");\n }\n\n // When pull back completes, transition to return forward\n if (_reloadAnimTimer <= 0)\n {\n _boltPullSubPhase = 1;\n _reloadAnimTimer = ReloadAnimBoltReturnDuration;\n _reloadAnimDuration = ReloadAnimBoltReturnDuration;\n LogToFile($\"[Player.Reload.Anim] Bolt sub-phase transition: pull→return (duration: {ReloadAnimBoltReturnDuration:F2}s)\");\n }\n }\n else\n {\n // Sub-phase 1: Release bolt (return forward)\n rightArmTarget = _baseRightArmPos + ReloadArmRightBoltReturn;\n rightArmRot = Mathf.DegToRad(ReloadArmRotRightBoltReturn);\n lerpSpeed = AnimLerpSpeedFast * delta;\n\n // Log bolt return progress periodically\n if (Engine.GetFramesDrawn() % 30 == 0)\n {\n LogToFile($\"[Player.Reload.Anim] Bolt sub-phase 1 (return): timer={_reloadAnimTimer:F2}s, rightArm target={rightArmTarget}\");\n }\n\n // When return completes, transition to return idle\n if (_reloadAnimTimer <= 0)\n {\n LogToFile(\"[Player.Reload.Anim] Bolt animation complete, transitioning to idle\");\n StartReloadAnimPhase(ReloadAnimPhase.ReturnIdle, ReloadAnimReturnDuration);\n }\n }\n break;\n\n case ReloadAnimPhase.ReturnIdle:\n // Arms returning to base positions\n leftArmTarget = _baseLeftArmPos;\n rightArmTarget = _baseRightArmPos;\n leftArmRot = 0.0f;\n rightArmRot = 0.0f;\n lerpSpeed = AnimLerpSpeed * delta;\n\n // When return animation completes, end animation and restore z-index\n if (_reloadAnimTimer <= 0)\n {\n _reloadAnimPhase = ReloadAnimPhase.None;\n RestoreArmZIndex();\n LogToFile(\"[Player.Reload.Anim] Animation complete, returning to normal\");\n }\n break;\n }\n\n // Apply arm positions with smooth interpolation\n if (_leftArmSprite != null)\n {\n Vector2 oldPos = _leftArmSprite.Position;\n _leftArmSprite.Position = _leftArmSprite.Position.Lerp(leftArmTarget, lerpSpeed);\n _leftArmSprite.Rotation = Mathf.Lerp(_leftArmSprite.Rotation, leftArmRot, lerpSpeed);\n\n // Log arm position changes periodically (every 60 frames = ~1 second)\n if (Engine.GetFramesDrawn() % 60 == 0)\n {\n LogToFile($\"[Player.Reload.Anim] LeftArm: pos={_leftArmSprite.Position}, target={leftArmTarget}, base={_baseLeftArmPos}\");\n }\n }\n else if (Engine.GetFramesDrawn() % 60 == 0)\n {\n LogToFile(\"[Player.Reload.Anim] WARNING: Left arm sprite is null during animation!\");\n }\n\n if (_rightArmSprite != null)\n {\n Vector2 oldPos = _rightArmSprite.Position;\n _rightArmSprite.Position = _rightArmSprite.Position.Lerp(rightArmTarget, lerpSpeed);\n _rightArmSprite.Rotation = Mathf.Lerp(_rightArmSprite.Rotation, rightArmRot, lerpSpeed);\n\n // Log arm position changes periodically (every 60 frames = ~1 second)\n if (Engine.GetFramesDrawn() % 60 == 0)\n {\n LogToFile($\"[Player.Reload.Anim] RightArm: pos={_rightArmSprite.Position}, target={rightArmTarget}, base={_baseRightArmPos}\");\n }\n }\n else if (Engine.GetFramesDrawn() % 60 == 0)\n {\n LogToFile(\"[Player.Reload.Anim] WARNING: Right arm sprite is null during animation!\");\n }\n }\n\n #endregion\n\n #region Flashlight Methods (Issue #546)\n\n /// <summary>\n /// Initialize the flashlight if the ActiveItemManager has it selected.\n /// Loads and attaches the FlashlightEffect scene to PlayerModel.\n /// </summary>\n private void InitFlashlight()\n {\n var activeItemManager = GetNodeOrNull(\"/root/ActiveItemManager\");\n if (activeItemManager == null)\n {\n LogToFile(\"[Player.Flashlight] ActiveItemManager not found\");\n return;\n }\n\n if (!activeItemManager.HasMethod(\"has_flashlight\"))\n {\n LogToFile(\"[Player.Flashlight] ActiveItemManager missing has_flashlight method\");\n return;\n }\n\n bool hasFlashlight = (bool)activeItemManager.Call(\"has_flashlight\");\n if (!hasFlashlight)\n {\n LogToFile(\"[Player.Flashlight] No flashlight selected in ActiveItemManager\");\n return;\n }\n\n LogToFile(\"[Player.Flashlight] Flashlight is selected, initializing...\");\n\n // Load and instantiate the flashlight effect scene\n if (!ResourceLoader.Exists(FlashlightScenePath))\n {\n LogToFile($\"[Player.Flashlight] WARNING: Flashlight scene not found: {FlashlightScenePath}\");\n return;\n }\n\n var flashlightScene = GD.Load<PackedScene>(FlashlightScenePath);\n if (flashlightScene == null)\n {\n LogToFile(\"[Player.Flashlight] WARNING: Failed to load flashlight scene\");\n return;\n }\n\n _flashlightNode = flashlightScene.Instantiate<Node2D>();\n _flashlightNode.Name = \"FlashlightEffect\";\n\n // Add as child of PlayerModel so it rotates with aiming direction\n if (_playerModel != null)\n {\n _playerModel.AddChild(_flashlightNode);\n // Position at the weapon barrel (forward from center, matching BulletSpawnOffset)\n _flashlightNode.Position = new Vector2(BulletSpawnOffset, 0);\n _flashlightEquipped = true;\n LogToFile($\"[Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset ({(int)BulletSpawnOffset}, 0)\");\n }\n else\n {\n LogToFile(\"[Player.Flashlight] WARNING: _playerModel is null, flashlight not attached\");\n _flashlightNode.QueueFree();\n _flashlightNode = null;\n }\n }\n\n /// <summary>\n /// Handle flashlight input: hold Space to turn on, release to turn off.\n /// </summary>\n private void HandleFlashlightInput()\n {\n if (!_flashlightEquipped || _flashlightNode == null)\n {\n return;\n }\n\n if (!IsInstanceValid(_flashlightNode))\n {\n return;\n }\n\n if (Input.IsActionPressed(\"flashlight_toggle\"))\n {\n if (_flashlightNode.HasMethod(\"turn_on\"))\n {\n _flashlightNode.Call(\"turn_on\");\n }\n }\n else\n {\n if (_flashlightNode.HasMethod(\"turn_off\"))\n {\n _flashlightNode.Call(\"turn_off\");\n }\n }\n }\n\n #endregion\n\n #region Logging\n\n /// <summary>\n /// Logs a message to the FileLogger (GDScript autoload) for debugging.\n /// </summary>\n /// <param name=\"message\">The message to log.</param>\n private void LogToFile(string message)\n {\n // Print to console\n GD.Print(message);\n\n // Also log to FileLogger if available\n var fileLogger = GetNodeOrNull(\"/root/FileLogger\");\n if (fileLogger != null && fileLogger.HasMethod(\"log_info\"))\n {\n fileLogger.Call(\"log_info\", message);\n }\n }\n\n #endregion\n\n #region Debug Trajectory Visualization\n\n /// <summary>\n /// Connects to GameManager's debug_mode_toggled and invincibility_toggled signals.\n /// </summary>\n private void ConnectDebugModeSignal()\n {\n var gameManager = GetNodeOrNull(\"/root/GameManager\");\n if (gameManager == null)\n {\n LogToFile(\"[Player.Debug] WARNING: GameManager not found, debug visualization disabled\");\n return;\n }\n\n // Connect to debug mode signal (F7)\n if (gameManager.HasSignal(\"debug_mode_toggled\"))\n {\n gameManager.Connect(\"debug_mode_toggled\", Callable.From<bool>(OnDebugModeToggled));\n\n // Check if debug mode is already enabled\n if (gameManager.HasMethod(\"is_debug_mode_enabled\"))\n {\n _debugModeEnabled = (bool)gameManager.Call(\"is_debug_mode_enabled\");\n LogToFile($\"[Player.Debug] Connected to GameManager, debug mode: {_debugModeEnabled}\");\n }\n }\n else\n {\n LogToFile(\"[Player.Debug] WARNING: GameManager doesn't have debug_mode_toggled signal\");\n }\n\n // Connect to invincibility mode signal (F6)\n if (gameManager.HasSignal(\"invincibility_toggled\"))\n {\n gameManager.Connect(\"invincibility_toggled\", Callable.From<bool>(OnInvincibilityToggled));\n\n // Check if invincibility mode is already enabled\n if (gameManager.HasMethod(\"is_invincibility_enabled\"))\n {\n _invincibilityEnabled = (bool)gameManager.Call(\"is_invincibility_enabled\");\n LogToFile($\"[Player.Debug] Connected to GameManager, invincibility mode: {_invincibilityEnabled}\");\n UpdateInvincibilityIndicator();\n }\n }\n else\n {\n LogToFile(\"[Player.Debug] WARNING: GameManager doesn't have invincibility_toggled signal\");\n }\n }\n\n /// <summary>\n /// Called when debug mode is toggled via F7 key.\n /// </summary>\n /// <param name=\"enabled\">True if debug mode is now enabled.</param>\n private void OnDebugModeToggled(bool enabled)\n {\n _debugModeEnabled = enabled;\n QueueRedraw();\n LogToFile($\"[Player.Debug] Debug mode toggled: {(enabled ? \"ON\" : \"OFF\")}\");\n }\n\n /// <summary>\n /// Called when invincibility mode is toggled via F6 key.\n /// </summary>\n /// <param name=\"enabled\">True if invincibility mode is now enabled.</param>\n private void OnInvincibilityToggled(bool enabled)\n {\n _invincibilityEnabled = enabled;\n UpdateInvincibilityIndicator();\n LogToFile($\"[Player] Invincibility mode: {(enabled ? \"ON\" : \"OFF\")}\");\n }\n\n /// <summary>\n /// Updates the visual indicator for invincibility mode.\n /// Shows \"INVINCIBLE\" label when enabled, hides it when disabled.\n /// </summary>\n private void UpdateInvincibilityIndicator()\n {\n // Create label if it doesn't exist\n if (_invincibilityLabel == null)\n {\n _invincibilityLabel = new Label();\n _invincibilityLabel.Name = \"InvincibilityLabel\";\n _invincibilityLabel.Text = \"БЕССМЕРТИЕ\";\n _invincibilityLabel.HorizontalAlignment = HorizontalAlignment.Center;\n _invincibilityLabel.VerticalAlignment = VerticalAlignment.Center;\n\n // Position above the player\n _invincibilityLabel.Position = new Vector2(-60, -80);\n _invincibilityLabel.Size = new Vector2(120, 30);\n\n // Style: bright yellow/gold color with outline for visibility\n _invincibilityLabel.AddThemeColorOverride(\"font_color\", new Color(1.0f, 0.9f, 0.2f, 1.0f));\n _invincibilityLabel.AddThemeColorOverride(\"font_outline_color\", new Color(0.0f, 0.0f, 0.0f, 1.0f));\n _invincibilityLabel.AddThemeFontSizeOverride(\"font_size\", 14);\n _invincibilityLabel.AddThemeConstantOverride(\"outline_size\", 3);\n\n AddChild(_invincibilityLabel);\n }\n\n // Show/hide based on invincibility state\n _invincibilityLabel.Visible = _invincibilityEnabled;\n }\n\n /// <summary>\n /// Override _Draw to visualize grenade trajectory.\n /// In simple mode: Always shows trajectory preview (semi-transparent arc).\n /// In complex mode: Only shows when debug mode is enabled (F7).\n /// </summary>\n public override void _Draw()\n {\n // Determine if we should draw trajectory\n bool isSimpleAiming = _grenadeState == GrenadeState.SimpleAiming;\n bool isComplexAiming = _grenadeState == GrenadeState.Aiming;\n\n // In simple mode: always show trajectory\n // In complex mode: only show if debug mode is enabled\n if (!isSimpleAiming && !(isComplexAiming && _debugModeEnabled))\n {\n return;\n }\n\n // Use different colors for simple mode (more subtle) vs debug mode (bright)\n Color colorTrajectory;\n Color colorLanding;\n Color colorRadius;\n float lineWidth;\n\n if (isSimpleAiming)\n {\n // Semi-transparent colors for simple mode\n colorTrajectory = new Color(1.0f, 1.0f, 1.0f, 0.4f); // White semi-transparent\n colorLanding = new Color(1.0f, 0.8f, 0.2f, 0.6f); // Yellow-orange\n colorRadius = new Color(1.0f, 0.5f, 0.0f, 0.2f); // Effect radius\n lineWidth = 2.0f;\n }\n else\n {\n // Bright colors for debug mode\n colorTrajectory = new Color(1.0f, 0.8f, 0.2f, 0.9f);\n colorLanding = new Color(1.0f, 0.3f, 0.1f, 0.9f);\n colorRadius = new Color(1.0f, 0.5f, 0.0f, 0.3f);\n lineWidth = 3.0f;\n }\n\n // Calculate throw parameters\n Vector2 currentMousePos = GetGlobalMousePosition();\n Vector2 throwDirection;\n float throwSpeed;\n float landingDistance;\n const float SpawnOffset = 60.0f;\n\n // Get grenade's actual physics properties for accurate visualization\n // FIX for issue #398: Use actual grenade properties instead of hardcoded values\n float groundFriction = 300.0f; // Default\n float maxThrowSpeed = 850.0f; // Default\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n if (_activeGrenade.Get(\"ground_friction\").VariantType != Variant.Type.Nil)\n {\n groundFriction = (float)_activeGrenade.Get(\"ground_friction\");\n }\n if (_activeGrenade.Get(\"max_throw_speed\").VariantType != Variant.Type.Nil)\n {\n maxThrowSpeed = (float)_activeGrenade.Get(\"max_throw_speed\");\n }\n }\n\n if (isSimpleAiming)\n {\n // Simple mode: direction and distance based on cursor position\n Vector2 toTarget = currentMousePos - GlobalPosition;\n throwDirection = toTarget.Length() > 10.0f ? toTarget.Normalized() : new Vector2(1, 0);\n\n // FIX for issue #398: Account for spawn offset in distance calculation\n // The grenade starts 60 pixels ahead of the player\n Vector2 spawnPos = GlobalPosition + throwDirection * SpawnOffset;\n float throwDistance = (currentMousePos - spawnPos).Length();\n if (throwDistance < 10.0f) throwDistance = 10.0f;\n\n // Calculate throw speed needed to reach target\n float requiredSpeed = Mathf.Sqrt(2.0f * groundFriction * throwDistance);\n throwSpeed = Mathf.Min(requiredSpeed, maxThrowSpeed);\n\n // Calculate actual landing distance with clamped speed\n landingDistance = (throwSpeed * throwSpeed) / (2.0f * groundFriction);\n }\n else\n {\n // Complex mode: direction based on mouse velocity\n Vector2 releaseVelocity = _currentMouseVelocity;\n float velocityMagnitude = releaseVelocity.Length();\n Vector2 dragVector = currentMousePos - _grenadeDragStart;\n\n if (velocityMagnitude > 10.0f)\n {\n throwDirection = SnapToOctantDirection(releaseVelocity.Normalized());\n }\n else if (dragVector.Length() > 5.0f)\n {\n throwDirection = SnapToOctantDirection(dragVector.Normalized());\n }\n else\n {\n throwDirection = new Vector2(1, 0);\n }\n\n // Calculate velocity-based throw speed\n const float GrenadeMass = 0.36f;\n const float MouseVelocityMultiplier = 1.5f;\n const float MinSwingDistance = 180.0f;\n const float MinThrowSpeed = 100.0f;\n const float MaxThrowSpeed = 2500.0f;\n\n float massRatio = GrenadeMass / 0.4f;\n float adjustedMinSwing = MinSwingDistance * massRatio;\n float transferEfficiency = Mathf.Clamp(_totalSwingDistance / adjustedMinSwing, 0.0f, 1.0f);\n float massMultiplier = 1.0f / Mathf.Sqrt(massRatio);\n\n throwSpeed = velocityMagnitude * MouseVelocityMultiplier * transferEfficiency * massMultiplier;\n throwSpeed = Mathf.Clamp(throwSpeed, MinThrowSpeed, MaxThrowSpeed);\n\n if (velocityMagnitude < 10.0f)\n {\n throwSpeed = MinThrowSpeed * 0.5f;\n }\n\n landingDistance = (throwSpeed * throwSpeed) / (2.0f * groundFriction);\n }\n\n // Calculate spawn and landing positions\n Vector2 spawnPosition = GlobalPosition + throwDirection * SpawnOffset;\n Vector2 landingPosition = spawnPosition + throwDirection * landingDistance;\n\n // Convert to local coordinates for drawing\n Vector2 localStart = ToLocal(spawnPosition);\n Vector2 localEnd = ToLocal(landingPosition);\n\n // Draw trajectory line with dashes\n DrawTrajectoryLine(localStart, localEnd, colorTrajectory, lineWidth);\n\n // Draw landing point indicator (circle with X)\n DrawLandingIndicator(localEnd, colorLanding, 12.0f);\n\n // Draw effect radius circle at landing position\n float effectRadius = GetGrenadeEffectRadius();\n DrawCircleOutline(localEnd, effectRadius, colorRadius, 2.0f);\n\n // In complex mode, also draw velocity direction arrow\n if (isComplexAiming)\n {\n Vector2 localPlayerCenter = Vector2.Zero;\n Vector2 arrowEnd = localPlayerCenter + throwDirection * 40.0f;\n DrawArrow(localPlayerCenter, arrowEnd, new Color(0.2f, 1.0f, 0.2f, 0.7f), 2.0f);\n }\n }\n\n /// <summary>\n /// Get the effect radius of the current grenade type.\n /// FIX for Issue #432: Use type-based defaults when GDScript Call() fails in exports.\n /// </summary>\n private float GetGrenadeEffectRadius()\n {\n if (_activeGrenade != null && IsInstanceValid(_activeGrenade))\n {\n // Try to call GDScript method first\n if (_activeGrenade.HasMethod(\"_get_effect_radius\"))\n {\n var result = _activeGrenade.Call(\"_get_effect_radius\");\n if (result.VariantType != Variant.Type.Nil)\n {\n return (float)result;\n }\n }\n\n // Try to read effect_radius property directly\n if (_activeGrenade.Get(\"effect_radius\").VariantType != Variant.Type.Nil)\n {\n return (float)_activeGrenade.Get(\"effect_radius\");\n }\n\n // FIX for Issue #432: Use type-based defaults matching scene files\n // GDScript property access may fail silently in exported builds\n var script = _activeGrenade.GetScript();\n if (script.Obj != null)\n {\n string scriptPath = ((Script)script.Obj).ResourcePath;\n if (scriptPath.Contains(\"frag_grenade\"))\n {\n return 225.0f; // FragGrenade.tscn default\n }\n }\n }\n // Default: Flashbang effect radius (FlashbangGrenade.tscn)\n return 400.0f;\n }\n\n /// <summary>\n /// Draw a circle outline at the specified position.\n /// </summary>\n private void DrawCircleOutline(Vector2 position, float radius, Color color, float width)\n {\n const int segments = 32;\n var points = new List<Vector2>();\n for (int i = 0; i <= segments; i++)\n {\n float angle = (float)i / segments * Mathf.Tau;\n points.Add(position + new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius);\n }\n for (int i = 0; i < points.Count - 1; i++)\n {\n DrawLine(points[i], points[i + 1], color, width);\n }\n }\n\n /// <summary>\n /// Draw a dashed trajectory line from start to end.\n /// </summary>\n private void DrawTrajectoryLine(Vector2 start, Vector2 end, Color color, float width)\n {\n Vector2 direction = (end - start).Normalized();\n float totalLength = start.DistanceTo(end);\n const float DashLength = 15.0f;\n const float GapLength = 8.0f;\n\n float currentPos = 0.0f;\n while (currentPos < totalLength)\n {\n float dashEnd = Mathf.Min(currentPos + DashLength, totalLength);\n Vector2 dashStart = start + direction * currentPos;\n Vector2 dashEndPos = start + direction * dashEnd;\n DrawLine(dashStart, dashEndPos, color, width);\n currentPos = dashEnd + GapLength;\n }\n }\n\n /// <summary>\n /// Draw a landing indicator (circle with X) at the target position.\n /// </summary>\n private void DrawLandingIndicator(Vector2 position, Color color, float radius)\n {\n // Draw outer circle\n const int CirclePoints = 24;\n Vector2[] circlePoints = new Vector2[CirclePoints + 1];\n for (int i = 0; i <= CirclePoints; i++)\n {\n float angle = i * Mathf.Tau / CirclePoints;\n circlePoints[i] = position + new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)) * radius;\n }\n for (int i = 0; i < CirclePoints; i++)\n {\n DrawLine(circlePoints[i], circlePoints[i + 1], color, 2.0f);\n }\n\n // Draw X inside\n float xSize = radius * 0.6f;\n DrawLine(position + new Vector2(-xSize, -xSize), position + new Vector2(xSize, xSize), color, 2.0f);\n DrawLine(position + new Vector2(-xSize, xSize), position + new Vector2(xSize, -xSize), color, 2.0f);\n }\n\n /// <summary>\n /// Draw an arrow from start to end with an arrowhead.\n /// </summary>\n private void DrawArrow(Vector2 start, Vector2 end, Color color, float width)\n {\n // Draw main line\n DrawLine(start, end, color, width);\n\n // Draw arrowhead\n Vector2 direction = (end - start).Normalized();\n float arrowSize = 8.0f;\n float arrowAngle = Mathf.Pi / 6.0f; // 30 degrees\n\n Vector2 arrowLeft = end - direction.Rotated(arrowAngle) * arrowSize;\n Vector2 arrowRight = end - direction.Rotated(-arrowAngle) * arrowSize;\n\n DrawLine(end, arrowLeft, color, width);\n DrawLine(end, arrowRight, color, width);\n }\n\n #endregion\n}\n",
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"+ // Update stun debug indicator (Issue #592)",
"+ UpdateStunIndicator();",
"+",
" // Detect weapon pose after waiting a few frames for level scripts to add weapons",
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"text": "Now add the `UpdateStunIndicator()` method next to `UpdateInvincibilityIndicator()`:"
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"content": " 3810→ private void OnInvincibilityToggled(bool enabled)\n 3811→ {\n 3812→ _invincibilityEnabled = enabled;\n 3813→ UpdateInvincibilityIndicator();\n 3814→ LogToFile($\"[Player] Invincibility mode: {(enabled ? \"ON\" : \"OFF\")}\");\n 3815→ }\n 3816→\n 3817→ /// <summary>\n 3818→ /// Updates the visual indicator for invincibility mode.\n 3819→ /// Shows \"INVINCIBLE\" label when enabled, hides it when disabled.\n 3820→ /// </summary>\n 3821→ private void UpdateInvincibilityIndicator()\n 3822→ {\n 3823→ // Create label if it doesn't exist\n 3824→ if (_invincibilityLabel == null)\n 3825→ {\n 3826→ _invincibilityLabel = new Label();\n 3827→ _invincibilityLabel.Name = \"InvincibilityLabel\";\n 3828→ _invincibilityLabel.Text = \"БЕССМЕРТИЕ\";\n 3829→ _invincibilityLabel.HorizontalAlignment = HorizontalAlignment.Center;\n 3830→ _invincibilityLabel.VerticalAlignment = VerticalAlignment.Center;\n 3831→\n 3832→ // Position above the player\n 3833→ _invincibilityLabel.Position = new Vector2(-60, -80);\n 3834→ _invincibilityLabel.Size = new Vector2(120, 30);\n 3835→\n 3836→ // Style: bright yellow/gold color with outline for visibility\n 3837→ _invincibilityLabel.AddThemeColorOverride(\"font_color\", new Color(1.0f, 0.9f, 0.2f, 1.0f));\n 3838→ _invincibilityLabel.AddThemeColorOverride(\"font_outline_color\", new Color(0.0f, 0.0f, 0.0f, 1.0f));\n 3839→ _invincibilityLabel.AddThemeFontSizeOverride(\"font_size\", 14);\n 3840→ _invincibilityLabel.AddThemeConstantOverride(\"outline_size\", 3);\n 3841→\n 3842→ AddChild(_invincibilityLabel);\n 3843→ }\n 3844→\n 3845→ // Show/hide based on invincibility state\n 3846→ _invincibilityLabel.Visible = _invincibilityEnabled;\n 3847→ }\n 3848→\n 3849→ /// <summary>\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " private void OnInvincibilityToggled(bool enabled)\n {\n _invincibilityEnabled = enabled;\n UpdateInvincibilityIndicator();\n LogToFile($\"[Player] Invincibility mode: {(enabled ? \"ON\" : \"OFF\")}\");\n }\n\n /// <summary>\n /// Updates the visual indicator for invincibility mode.\n /// Shows \"INVINCIBLE\" label when enabled, hides it when disabled.\n /// </summary>\n private void UpdateInvincibilityIndicator()\n {\n // Create label if it doesn't exist\n if (_invincibilityLabel == null)\n {\n _invincibilityLabel = new Label();\n _invincibilityLabel.Name = \"InvincibilityLabel\";\n _invincibilityLabel.Text = \"БЕССМЕРТИЕ\";\n _invincibilityLabel.HorizontalAlignment = HorizontalAlignment.Center;\n _invincibilityLabel.VerticalAlignment = VerticalAlignment.Center;\n\n // Position above the player\n _invincibilityLabel.Position = new Vector2(-60, -80);\n _invincibilityLabel.Size = new Vector2(120, 30);\n\n // Style: bright yellow/gold color with outline for visibility\n _invincibilityLabel.AddThemeColorOverride(\"font_color\", new Color(1.0f, 0.9f, 0.2f, 1.0f));\n _invincibilityLabel.AddThemeColorOverride(\"font_outline_color\", new Color(0.0f, 0.0f, 0.0f, 1.0f));\n _invincibilityLabel.AddThemeFontSizeOverride(\"font_size\", 14);\n _invincibilityLabel.AddThemeConstantOverride(\"outline_size\", 3);\n\n AddChild(_invincibilityLabel);\n }\n\n // Show/hide based on invincibility state\n _invincibilityLabel.Visible = _invincibilityEnabled;\n }\n\n /// <summary>",
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"text": "Now add the `UpdateStunIndicator()` method right after `UpdateInvincibilityIndicator()`:"
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"new_string": " // Show/hide based on invincibility state\n _invincibilityLabel.Visible = _invincibilityEnabled;\n }\n\n /// <summary>\n /// Updates the visual indicator for stun status (Issue #592).\n /// Shows \"СТАН (Xms)\" label above the player when stunned and debug mode is on.\n /// </summary>\n private void UpdateStunIndicator()\n {\n // Create label if it doesn't exist\n if (_stunLabel == null)\n {\n _stunLabel = new Label();\n _stunLabel.Name = \"StunLabel\";\n _stunLabel.HorizontalAlignment = HorizontalAlignment.Center;\n _stunLabel.VerticalAlignment = VerticalAlignment.Center;\n\n // Position above the player (below invincibility label)\n _stunLabel.Position = new Vector2(-60, -60);\n _stunLabel.Size = new Vector2(120, 30);\n\n // Style: red color with black outline for visibility\n _stunLabel.AddThemeColorOverride(\"font_color\", new Color(1.0f, 0.2f, 0.2f, 1.0f));\n _stunLabel.AddThemeColorOverride(\"font_outline_color\", new Color(0.0f, 0.0f, 0.0f, 1.0f));\n _stunLabel.AddThemeFontSizeOverride(\"font_size\", 14);\n _stunLabel.AddThemeConstantOverride(\"outline_size\", 3);\n\n AddChild(_stunLabel);\n }\n\n // Show when stunned AND debug mode is on\n bool showStun = _isStunned && _debugModeEnabled;\n _stunLabel.Visible = showStun;\n if (showStun)\n {\n int remainingMs = (int)(_stunTimer * 1000);\n _stunLabel.Text = $\"СТАН ({remainingMs}ms)\";\n }\n }\n\n /// <summary>"
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"newString": " // Show/hide based on invincibility state\n _invincibilityLabel.Visible = _invincibilityEnabled;\n }\n\n /// <summary>\n /// Updates the visual indicator for stun status (Issue #592).\n /// Shows \"СТАН (Xms)\" label above the player when stunned and debug mode is on.\n /// </summary>\n private void UpdateStunIndicator()\n {\n // Create label if it doesn't exist\n if (_stunLabel == null)\n {\n _stunLabel = new Label();\n _stunLabel.Name = \"StunLabel\";\n _stunLabel.HorizontalAlignment = HorizontalAlignment.Center;\n _stunLabel.VerticalAlignment = VerticalAlignment.Center;\n\n // Position above the player (below invincibility label)\n _stunLabel.Position = new Vector2(-60, -60);\n _stunLabel.Size = new Vector2(120, 30);\n\n // Style: red color with black outline for visibility\n _stunLabel.AddThemeColorOverride(\"font_color\", new Color(1.0f, 0.2f, 0.2f, 1.0f));\n _stunLabel.AddThemeColorOverride(\"font_outline_color\", new Color(0.0f, 0.0f, 0.0f, 1.0f));\n _stunLabel.AddThemeFontSizeOverride(\"font_size\", 14);\n _stunLabel.AddThemeConstantOverride(\"outline_size\", 3);\n\n AddChild(_stunLabel);\n }\n\n // Show when stunned AND debug mode is on\n bool showStun = _isStunned && _debugModeEnabled;\n _stunLabel.Visible = showStun;\n if (showStun)\n {\n int remainingMs = (int)(_stunTimer * 1000);\n _stunLabel.Text = $\"СТАН ({remainingMs}ms)\";\n }\n }\n\n /// <summary>",
"originalFile": "using Godot;\nusing System;\nusing System.Collections.Generic;\nusing GodotTopDownTemplate.AbstractClasses;\nusing GodotTopDownTemplate.Weapons;\nusing GodotTopdown.Scripts.Projectiles;\n\nnamespace GodotTopDownTemplate.Characters;\n\n/// <summary>\n/// Player character controller for top-down movement and shooting.\n/// Uses physics-based movement with acceleration and friction for smooth control.\n/// Supports WASD and arrow key input via configured input actions.\n/// Shoots bullets towards the mouse cursor on left mouse button.\n/// Supports both automatic (hold to fire) and semi-automatic (click per shot) weapons.\n/// Uses R-F-R key sequence for instant reload (press R, then F, then R again).\n/// Grenade throwing: G+RMB drag right → hold G+RMB → release G → drag and release RMB to throw.\n/// </summary>\npublic partial class Player : BaseCharacter\n{\n /// <summary>\n /// Bullet scene to instantiate when shooting.\n /// </summary>\n [Export]\n public PackedScene? BulletScene { get; set; }\n\n /// <summary>\n /// Offset from player center for bullet spawn position.\n /// </summary>\n [Export]\n public float BulletSpawnOffset { get; set; } = 20.0f;\n\n /// <summary>\n /// Reference to the player's current weapon (optional, for weapon system).\n /// </summary>\n [Export]\n public BaseWeapon? CurrentWeapon { get; set; }\n\n /// <summary>\n /// Color when at full health.\n /// </summary>\n [Export]\n public Color FullHealthColor { get; set; } = new Color(0.2f, 0.6f, 1.0f, 1.0f);\n\n /// <summary>\n /// Color when at low health (interpolates based on health percentage).\n /// </summary>\n [Export]\n public Color LowHealthColor { get; set; } = new Color(0.1f, 0.2f, 0.4f, 1.0f);\n\n /// <summary>\n /// Color to flash when hit.\n /// </summary>\n [Export]\n public Color HitFlashColor { get; set; } = new Color(1.0f, 0.3f, 0.3f, 1.0f);\n\n /// <summary>\n /// Duration of hit flash effect in seconds.\n /// </summary>\n [Export]\n public float HitFlashDuration { get; set; } = 0.1f;\n\n /// <summary>\n /// Grenade scene to instantiate when throwing.\n /// </summary>\n [Export]\n public PackedScene? GrenadeScene { get; set; }\n\n /// <summary>\n /// Maximum number of grenades the player can carry.\n /// </summary>\n [Export]\n public int MaxGrenades { get; set; } = 3;\n\n /// <summary>\n /// Reference to the player model node containing all sprites.\n /// </summary>\n private Node2D? _playerModel;\n\n /// <summary>\n /// References to individual sprite parts for color changes.\n /// </summary>\n private Sprite2D? _bodySprite;\n private Sprite2D? _headSprite;\n private Sprite2D? _leftArmSprite;\n private Sprite2D? _rightArmSprite;\n\n /// <summary>\n /// Legacy reference for compatibility (points to body sprite).\n /// </summary>\n private Sprite2D? _sprite;\n\n /// <summary>\n /// Reference to the CasingPusher Area2D for detecting shell casings (Issue #392).\n /// </summary>\n private Area2D? _casingPusher;\n\n /// <summary>\n /// Force to apply to casings when pushed by player walking over them (Issue #392, #424).\n /// Reduced by 2.5x from 50.0 to 20.0 for Issue #424.\n /// </summary>\n private const float CasingPushForce = 20.0f;\n\n /// <summary>\n /// List of casings currently overlapping with the CasingPusher Area2D (Issue #392 Iteration 8).\n /// Uses signal-based tracking for reliable detection from all directions.\n /// </summary>\n private readonly System.Collections.Generic.List<RigidBody2D> _overlappingCasings = new();\n\n /// <summary>\n /// Current step in the reload sequence (0 = waiting for R, 1 = waiting for F, 2 = waiting for R).\n /// </summary>\n private int _reloadSequenceStep = 0;\n\n /// <summary>\n /// Whether the player is currently in a reload sequence.\n /// </summary>\n private bool _isReloadingSequence = false;\n\n /// <summary>\n /// Tracks ammo count when reload sequence started (at step 1 after R pressed).\n /// Used to determine if there was a bullet in the chamber.\n /// </summary>\n private int _ammoAtReloadStart = 0;\n\n /// <summary>\n /// Current number of grenades.\n /// </summary>\n private int _currentGrenades = 3;\n\n /// <summary>\n /// Whether the player is on the tutorial level (infinite grenades).\n /// </summary>\n private bool _isTutorialLevel = false;\n\n /// <summary>\n /// Grenade state machine states.\n /// 2-step mechanic:\n /// Step 1: G + RMB drag right → timer starts (pin pulled)\n /// Step 2: Hold G → press+hold RMB → release G → ready to throw (only RMB held)\n /// Step 3: Drag and release RMB → throw grenade\n /// </summary>\n private enum GrenadeState\n {\n Idle, // No grenade action\n TimerStarted, // Step 1 complete - grenade timer running, G held, waiting for RMB\n WaitingForGRelease, // Step 2 in progress - G+RMB held, waiting for G release\n Aiming, // Step 2 complete - only RMB held, waiting for drag and release to throw\n SimpleAiming // Simple mode: RMB held, showing trajectory preview\n }\n\n /// <summary>\n /// Current grenade state.\n /// </summary>\n private GrenadeState _grenadeState = GrenadeState.Idle;\n\n /// <summary>\n /// Active grenade instance (created when timer starts).\n /// </summary>\n private RigidBody2D? _activeGrenade = null;\n\n /// <summary>\n /// Position where the grenade throw drag started.\n /// </summary>\n private Vector2 _grenadeDragStart = Vector2.Zero;\n\n /// <summary>\n /// Whether the grenade throw drag is active (for step 1).\n /// </summary>\n private bool _grenadeDragActive = false;\n\n /// <summary>\n /// Minimum drag distance to confirm step 1 (in pixels).\n /// </summary>\n private const float MinDragDistanceForStep1 = 30.0f;\n\n /// <summary>\n /// Position where aiming started (for simple mode trajectory).\n /// </summary>\n private Vector2 _aimDragStart = Vector2.Zero;\n\n /// <summary>\n /// Timestamp when grenade timer was started.\n /// </summary>\n private double _grenadeTimerStartTime = 0.0;\n\n /// <summary>\n /// Whether player is currently preparing to throw a grenade (for animations).\n /// </summary>\n private bool _isPreparingGrenade = false;\n\n /// <summary>\n /// Player's rotation before throw (to restore after throw animation).\n /// </summary>\n private float _playerRotationBeforeThrow = 0.0f;\n\n /// <summary>\n /// Whether player is in throw rotation animation.\n /// </summary>\n private bool _isThrowRotating = false;\n\n /// <summary>\n /// Whether debug mode is enabled (F7 toggle, shows grenade trajectory).\n /// </summary>\n private bool _debugModeEnabled = false;\n\n /// <summary>\n /// Whether invincibility mode is enabled (F6 toggle, player takes no damage).\n /// </summary>\n private bool _invincibilityEnabled = false;\n\n /// <summary>\n /// Whether the player is stunned (cannot move or shoot). Set on bullet hit (Issue #592).\n /// </summary>\n private bool _isStunned = false;\n\n /// <summary>\n /// Remaining stun duration in seconds (Issue #592).\n /// </summary>\n private float _stunTimer = 0.0f;\n\n /// <summary>\n /// Stun duration in seconds when hit by a bullet (Issue #592).\n /// </summary>\n private const float StunDuration = 1.0f;\n\n /// <summary>\n /// Label for displaying stun status indicator (Issue #592).\n /// </summary>\n private Label? _stunLabel = null;\n\n /// <summary>\n /// Label for displaying invincibility mode indicator.\n /// </summary>\n private Label? _invincibilityLabel = null;\n\n /// <summary>\n /// Target rotation for throw animation.\n /// </summary>\n private float _throwTargetRotation = 0.0f;\n\n /// <summary>\n /// Time remaining for throw rotation to restore.\n /// </summary>\n private float _throwRotationRestoreTimer = 0.0f;\n\n /// <summary>\n /// Duration of throw rotation animation.\n /// </summary>\n private const float ThrowRotationDuration = 0.15f;\n\n #region Weapon Pose Detection\n\n /// <summary>\n /// Weapon types for arm positioning.\n /// </summary>\n private enum WeaponType\n {\n Rifle, // Default - extended grip (e.g., AssaultRifle)\n SMG, // Compact grip (e.g., MiniUzi)\n Shotgun, // Similar to rifle but slightly tighter\n Pistol, // Compact one-handed/two-handed pistol grip (e.g., SilencedPistol)\n Sniper // Extended heavy grip (e.g., ASVK SniperRifle)\n }\n\n /// <summary>\n /// Currently detected weapon type.\n /// </summary>\n private WeaponType _currentWeaponType = WeaponType.Rifle;\n\n /// <summary>\n /// Whether weapon pose has been detected and applied.\n /// </summary>\n private bool _weaponPoseApplied = false;\n\n /// <summary>\n /// Frame counter for delayed weapon pose detection.\n /// Weapons are added by level scripts AFTER player's _Ready() completes.\n /// </summary>\n private int _weaponDetectFrameCount = 0;\n\n /// <summary>\n /// Number of frames to wait before detecting weapon pose.\n /// This ensures level scripts have finished adding weapons.\n /// </summary>\n private const int WeaponDetectWaitFrames = 3;\n\n /// <summary>\n /// Arm position offset for SMG weapons - left arm moves back toward body.\n /// UZI and similar compact SMGs should have the left arm closer to the body\n /// for a proper two-handed compact grip.\n /// </summary>\n private static readonly Vector2 SmgLeftArmOffset = new Vector2(-10, 0);\n\n /// <summary>\n /// Arm position offset for SMG weapons - right arm moves slightly forward.\n /// </summary>\n private static readonly Vector2 SmgRightArmOffset = new Vector2(3, 0);\n\n #endregion\n\n #region Walking Animation\n\n /// <summary>\n /// Walking animation speed multiplier - higher = faster leg cycle.\n /// </summary>\n [Export]\n public float WalkAnimSpeed { get; set; } = 12.0f;\n\n /// <summary>\n /// Scale multiplier for the player model (body, head, arms).\n /// Default is 1.3 to make the player slightly larger.\n /// </summary>\n [Export]\n public float PlayerModelScale { get; set; } = 1.3f;\n\n /// <summary>\n /// Walking animation intensity - higher = more pronounced movement.\n /// </summary>\n [Export]\n public float WalkAnimIntensity { get; set; } = 1.0f;\n\n /// <summary>\n /// Current walk animation time (accumulator for sine wave).\n /// </summary>\n private float _walkAnimTime = 0.0f;\n\n /// <summary>\n /// Whether the player is currently walking (for animation state).\n /// </summary>\n private bool _isWalking = false;\n\n /// <summary>\n /// Base positions for body parts (stored on ready for animation offsets).\n /// </summary>\n private Vector2 _baseBodyPos = Vector2.Zero;\n private Vector2 _baseHeadPos = Vector2.Zero;\n private Vector2 _baseLeftArmPos = Vector2.Zero;\n private Vector2 _baseRightArmPos = Vector2.Zero;\n\n #endregion\n\n #region Reload Animation System\n\n /// <summary>\n /// Animation phases for assault rifle reload sequence.\n /// Maps to the R-F-R input system for visual feedback.\n /// Three steps as requested:\n /// 1. Take magazine with left hand from chest\n /// 2. Insert magazine into rifle\n /// 3. Pull the bolt/charging handle\n /// </summary>\n private enum ReloadAnimPhase\n {\n None, // Normal arm positions (weapon held)\n GrabMagazine, // Step 1: Left hand moves to chest to grab new magazine\n InsertMagazine, // Step 2: Left hand brings magazine to weapon, inserts it\n PullBolt, // Step 3: Character pulls the charging handle\n ReturnIdle // Arms return to normal weapon-holding position\n }\n\n /// <summary>\n /// Current reload animation phase.\n /// </summary>\n private ReloadAnimPhase _reloadAnimPhase = ReloadAnimPhase.None;\n\n /// <summary>\n /// Reload animation phase timer for timed transitions.\n /// </summary>\n private float _reloadAnimTimer = 0.0f;\n\n /// <summary>\n /// Reload animation phase duration in seconds.\n /// </summary>\n private float _reloadAnimDuration = 0.0f;\n\n // Target positions for reload arm animations (relative offsets from base positions)\n // These are in local PlayerModel space\n // Base positions: LeftArm (24, 6), RightArm (-2, 6)\n // For reload, left arm goes to chest (vest/mag pouch area), then to weapon\n\n // Step 1: Grab magazine from chest - left arm moves toward body center\n // Base position: LeftArm (24, 6). We want target around (4, 2) = body/chest area\n // So offset should be (4-24, 2-6) = (-20, -4)\n // User feedback: previous -40 was too far (went behind back), -18 was not visible enough\n private static readonly Vector2 ReloadArmLeftGrab = new Vector2(-20, -4); // Left hand at chest/vest mag pouch (visible but not behind back)\n private static readonly Vector2 ReloadArmRightHold = new Vector2(0, 0); // Right hand stays on weapon grip\n\n // Step 2: Insert magazine - left arm moves to weapon magwell (at middle of weapon, not at the end)\n // Weapon length: ~40 pixels from center, magwell at middle\n // Base (24, 6), want target around (12, 6) = middle of weapon, so offset (-12, 0)\n private static readonly Vector2 ReloadArmLeftInsert = new Vector2(-12, 0); // Left hand at weapon magwell (middle of weapon)\n private static readonly Vector2 ReloadArmRightSteady = new Vector2(0, 2); // Right hand steadies weapon\n\n // Step 3: Pull bolt - right arm moves along rifle contour (back and forth motion)\n // The right hand should trace the rifle's right side: forward, then back to pull bolt, then release\n // Base RightArm (-2, 6). For dramatic motion: forward (+10, +2), back (-10, -4)\n private static readonly Vector2 ReloadArmLeftSupport = new Vector2(-10, 0); // Left hand holds near magwell\n private static readonly Vector2 ReloadArmRightBoltStart = new Vector2(10, 2); // Right hand at charging handle (forward on rifle)\n private static readonly Vector2 ReloadArmRightBoltPull = new Vector2(-12, -4); // Right hand pulls bolt back (toward player)\n private static readonly Vector2 ReloadArmRightBoltReturn = new Vector2(10, 2); // Right hand returns forward (bolt release)\n\n // Target rotations for reload arm animations (in degrees)\n private const float ReloadArmRotLeftGrab = -50.0f; // Arm rotation when grabbing mag from chest\n private const float ReloadArmRotRightHold = 0.0f; // Right arm steady during grab\n private const float ReloadArmRotLeftInsert = -15.0f; // Left arm rotation when inserting\n private const float ReloadArmRotRightSteady = 5.0f; // Slight tilt while steadying\n private const float ReloadArmRotLeftSupport = -10.0f; // Left arm on foregrip/magwell\n private const float ReloadArmRotRightBoltStart = -10.0f; // Right arm at bolt handle\n private const float ReloadArmRotRightBoltPull = -35.0f; // Right arm rotation when pulling bolt back\n private const float ReloadArmRotRightBoltReturn = -10.0f; // Right arm rotation when releasing bolt\n\n // Animation durations for each reload phase (in seconds)\n // INCREASED bolt durations for visible back-and-forth motion\n private const float ReloadAnimGrabDuration = 0.25f; // Time to grab magazine from chest\n private const float ReloadAnimInsertDuration = 0.3f; // Time to insert magazine\n private const float ReloadAnimBoltPullDuration = 0.35f; // Time to pull bolt back (increased for visibility)\n private const float ReloadAnimBoltReturnDuration = 0.25f; // Time for bolt to return forward (increased for visibility)\n private const float ReloadAnimReturnDuration = 0.2f; // Time to return to idle\n\n /// <summary>\n /// Sub-phase for bolt pull animation (0 = pulling, 1 = returning)\n /// </summary>\n private int _boltPullSubPhase = 0;\n\n #endregion\n\n #region Grenade Animation System\n\n /// <summary>\n /// Animation phases for grenade throwing sequence.\n /// Maps to the multi-step input system for visual feedback.\n /// </summary>\n private enum GrenadeAnimPhase\n {\n None, // Normal arm positions (walking/idle)\n GrabGrenade, // Left hand moves to chest to grab grenade\n PullPin, // Right hand pulls pin (quick snap animation)\n HandsApproach, // Right hand moves toward left hand\n Transfer, // Grenade transfers to right hand\n WindUp, // Dynamic wind-up based on drag\n Throw, // Throwing motion\n ReturnIdle // Arms return to normal positions\n }\n\n /// <summary>\n /// Current grenade animation phase.\n /// </summary>\n private GrenadeAnimPhase _grenadeAnimPhase = GrenadeAnimPhase.None;\n\n /// <summary>\n /// Animation phase timer for timed transitions.\n /// </summary>\n private float _grenadeAnimTimer = 0.0f;\n\n /// <summary>\n /// Animation phase duration in seconds.\n /// </summary>\n private float _grenadeAnimDuration = 0.0f;\n\n /// <summary>\n /// Current wind-up intensity (0.0 = no wind-up, 1.0 = maximum wind-up).\n /// </summary>\n private float _windUpIntensity = 0.0f;\n\n /// <summary>\n /// Previous mouse position for velocity calculation.\n /// </summary>\n private Vector2 _prevMousePos = Vector2.Zero;\n\n /// <summary>\n /// Mouse velocity history for smooth velocity calculation (stores last N velocities).\n /// Used to get stable velocity at moment of release.\n /// </summary>\n private List<Vector2> _mouseVelocityHistory = new List<Vector2>();\n\n /// <summary>\n /// Maximum number of velocity samples to keep in history.\n /// </summary>\n private const int MouseVelocityHistorySize = 5;\n\n /// <summary>\n /// Current calculated mouse velocity (pixels per second).\n /// </summary>\n private Vector2 _currentMouseVelocity = Vector2.Zero;\n\n /// <summary>\n /// Total swing distance traveled during aiming (for momentum transfer calculation).\n /// </summary>\n private float _totalSwingDistance = 0.0f;\n\n /// <summary>\n /// Previous frame time for delta calculation in velocity tracking.\n /// </summary>\n private double _prevFrameTime = 0.0;\n\n /// <summary>\n /// Whether weapon is in sling position (lowered for grenade handling).\n /// </summary>\n private bool _weaponSlung = false;\n\n /// <summary>\n /// Reference to weapon mount for sling animation.\n /// </summary>\n private Node2D? _weaponMount;\n\n /// <summary>\n /// Base weapon mount position (for sling animation).\n /// </summary>\n private Vector2 _baseWeaponMountPos = Vector2.Zero;\n\n /// <summary>\n /// Base weapon mount rotation (for sling animation).\n /// </summary>\n private float _baseWeaponMountRot = 0.0f;\n\n // Target positions for arm animations (relative offsets from base positions)\n // These are in local PlayerModel space\n // Base positions: LeftArm (24, 6), RightArm (-2, 6)\n // Body position: (-4, 0), so left shoulder area is approximately x=0 to x=5\n // To move left arm from x=24 to shoulder (x~5), we need offset of ~-20\n // During grenade operations, left arm should be BEHIND the body (toward shoulder)\n // not holding the weapon at the front\n private static readonly Vector2 ArmLeftChest = new Vector2(-15, 0); // Left hand moves back to chest/shoulder area to grab grenade\n private static readonly Vector2 ArmRightPin = new Vector2(2, -2); // Right hand slightly up for pin pull\n private static readonly Vector2 ArmLeftExtended = new Vector2(-10, 2); // Left hand at chest level with grenade (not extended forward)\n private static readonly Vector2 ArmRightApproach = new Vector2(4, 0); // Right hand approaching left\n private static readonly Vector2 ArmLeftTransfer = new Vector2(-12, 3); // Left hand drops back after transfer (clearly away from weapon)\n private static readonly Vector2 ArmRightHold = new Vector2(3, 1); // Right hand holding grenade\n private static readonly Vector2 ArmRightWindMin = new Vector2(4, 3); // Minimum wind-up position (arm back)\n private static readonly Vector2 ArmRightWindMax = new Vector2(8, 5); // Maximum wind-up position (arm further back)\n private static readonly Vector2 ArmRightThrow = new Vector2(-4, -2); // Throw follow-through (arm forward)\n private static readonly Vector2 ArmLeftRelaxed = new Vector2(-20, 2); // Left arm at shoulder/body - well away from weapon during wind-up/throw\n\n // Target rotations for arm animations (in degrees)\n // When left arm moves back to shoulder position, rotate to point \"down\" relative to body\n // This makes the arm look like it's hanging at the side rather than reaching forward\n private const float ArmRotGrab = -45.0f; // Arm rotation when grabbing at chest (points inward/down)\n private const float ArmRotPinPull = -15.0f; // Right arm rotation when pulling pin\n private const float ArmRotLeftAtChest = -30.0f; // Left arm rotation while holding grenade at chest\n private const float ArmRotWindMin = 15.0f; // Right arm minimum wind-up rotation\n private const float ArmRotWindMax = 35.0f; // Right arm maximum wind-up rotation\n private const float ArmRotThrow = -25.0f; // Right arm throw rotation (swings forward)\n private const float ArmRotLeftRelaxed = -60.0f; // Left arm hangs down at side during wind-up/throw (points backward)\n\n // Animation durations for each phase (in seconds)\n private const float AnimGrabDuration = 0.2f;\n private const float AnimPinDuration = 0.15f;\n private const float AnimApproachDuration = 0.2f;\n private const float AnimTransferDuration = 0.15f;\n private const float AnimThrowDuration = 0.2f;\n private const float AnimReturnDuration = 0.3f;\n\n // Animation lerp speeds\n private const float AnimLerpSpeed = 15.0f; // Position interpolation speed\n private const float AnimLerpSpeedFast = 25.0f; // Fast interpolation for snappy movements\n\n // Weapon sling position (lowered and rotated for chest carry)\n private static readonly Vector2 WeaponSlingOffset = new Vector2(0, 15); // Lower weapon\n private const float WeaponSlingRotation = 1.2f; // Rotate to hang down (radians, ~70 degrees)\n\n #endregion\n\n /// <summary>\n /// Signal emitted when reload sequence progresses.\n /// </summary>\n [Signal]\n public delegate void ReloadSequenceProgressEventHandler(int step, int total);\n\n /// <summary>\n /// Signal emitted when reload completes.\n /// </summary>\n [Signal]\n public delegate void ReloadCompletedEventHandler();\n\n /// <summary>\n /// Signal emitted when reload starts (first step of sequence).\n /// This signal notifies enemies that the player has begun reloading.\n /// </summary>\n [Signal]\n public delegate void ReloadStartedEventHandler();\n\n /// <summary>\n /// Signal emitted when player tries to shoot with empty weapon.\n /// This signal notifies enemies that the player is out of ammo.\n /// </summary>\n [Signal]\n public delegate void AmmoDepletedEventHandler();\n\n /// <summary>\n /// Signal emitted when grenade count changes.\n /// </summary>\n [Signal]\n public delegate void GrenadeChangedEventHandler(int current, int maximum);\n\n /// <summary>\n /// Signal emitted when a grenade is thrown.\n /// </summary>\n [Signal]\n public delegate void GrenadeThrownEventHandler();\n\n #region Flashlight System (Issue #546)\n\n /// <summary>\n /// Path to the flashlight effect scene.\n /// </summary>\n private const string FlashlightScenePath = \"res://scenes/effects/FlashlightEffect.tscn\";\n\n /// <summary>\n /// Whether the flashlight is equipped (active item selected in armory).\n /// </summary>\n private bool _flashlightEquipped = false;\n\n /// <summary>\n /// Reference to the flashlight effect node (child of PlayerModel).\n /// </summary>\n private Node2D? _flashlightNode = null;\n\n #endregion\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get player model and sprite references for visual feedback\n _playerModel = GetNodeOrNull<Node2D>(\"PlayerModel\");\n if (_playerModel != null)\n {\n _bodySprite = _playerModel.GetNodeOrNull<Sprite2D>(\"Body\");\n _headSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"Head\");\n _leftArmSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"LeftArm\");\n _rightArmSprite = _playerModel.GetNodeOrNull<Sprite2D>(\"RightArm\");\n // Legacy compatibility - _sprite points to body\n _sprite = _bodySprite;\n }\n else\n {\n // Fallback to old single sprite structure for compatibility\n _sprite = GetNodeOrNull<Sprite2D>(\"Sprite2D\");\n }\n\n // Configure health based on difficulty\n if (HealthComponent != null)\n {\n // Check if Power Fantasy mode is active for special health configuration\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n bool isPowerFantasy = difficultyManager != null && (bool)difficultyManager.Call(\"is_power_fantasy_mode\");\n\n if (isPowerFantasy)\n {\n // Power Fantasy mode: 10 HP (fixed, not random)\n HealthComponent.UseRandomHealth = false;\n HealthComponent.MaxHealth = 10;\n HealthComponent.InitialHealth = 10;\n HealthComponent.InitializeHealth();\n GD.Print($\"[Player] {Name}: Power Fantasy mode - spawned with {HealthComponent.CurrentHealth}/{HealthComponent.MaxHealth} HP\");\n }\n else\n {\n // Normal difficulties: random health (2-4 HP)\n HealthComponent.UseRandomHealth = true;\n HealthComponent.MinRandomHealth = 2;\n HealthComponent.MaxRandomHealth = 4;\n HealthComponent.InitializeHealth();\n GD.Print($\"[Player] {Name}: Spawned with health {HealthComponent.CurrentHealth}/{HealthComponent.MaxHealth}\");\n }\n\n // Connect to health changed signal for visual feedback\n HealthComponent.HealthChanged += OnPlayerHealthChanged;\n }\n\n // Update visual based on initial health\n UpdateHealthVisual();\n\n // Preload bullet scene if not set in inspector\n if (BulletScene == null)\n {\n // Try C# bullet scene first, fallback to GDScript version\n BulletScene = GD.Load<PackedScene>(\"res://scenes/projectiles/csharp/Bullet.tscn\");\n if (BulletScene == null)\n {\n BulletScene = GD.Load<PackedScene>(\"res://scenes/projectiles/Bullet.tscn\");\n }\n }\n\n // Get grenade scene from GrenadeManager (supports grenade type selection)\n // GrenadeManager handles the currently selected grenade type (Flashbang or Frag)\n if (GrenadeScene == null)\n {\n var grenadeManager = GetNodeOrNull(\"/root/GrenadeManager\");\n if (grenadeManager != null && grenadeManager.HasMethod(\"get_current_grenade_scene\"))\n {\n var sceneVariant = grenadeManager.Call(\"get_current_grenade_scene\");\n GrenadeScene = sceneVariant.As<PackedScene>();\n if (GrenadeScene != null)\n {\n var grenadeNameVariant = grenadeManager.Call(\"get_grenade_name\", grenadeManager.Get(\"current_grenade_type\"));\n var grenadeName = grenadeNameVariant.AsString();\n LogToFile($\"[Player.Grenade] Grenade scene loaded from GrenadeManager: {grenadeName}\");\n }\n else\n {\n LogToFile($\"[Player.Grenade] WARNING: GrenadeManager returned null grenade scene\");\n }\n }\n else\n {\n // Fallback to flashbang if GrenadeManager is not available\n var grenadePath = \"res://scenes/projectiles/FlashbangGrenade.tscn\";\n GrenadeScene = GD.Load<PackedScene>(grenadePath);\n if (GrenadeScene != null)\n {\n LogToFile($\"[Player.Grenade] Grenade scene loaded from fallback: {grenadePath}\");\n }\n else\n {\n LogToFile($\"[Player.Grenade] WARNING: Grenade scene not found at {grenadePath}\");\n }\n }\n }\n else\n {\n LogToFile($\"[Player.Grenade] Grenade scene already set in inspector\");\n }\n\n // Detect if we're on the tutorial level\n // Tutorial level is: scenes/levels/csharp/TestTier.tscn with tutorial_level.gd script\n var currentScene = GetTree().CurrentScene;\n if (currentScene != null)\n {\n var scenePath = currentScene.SceneFilePath;\n // Tutorial level is detected by:\n // 1. Scene path contains \"csharp/TestTier\" (the tutorial scene)\n // 2. OR scene uses tutorial_level.gd script\n _isTutorialLevel = scenePath.Contains(\"csharp/TestTier\");\n\n // Also check if the scene script is tutorial_level.gd\n var script = currentScene.GetScript();\n if (script.Obj is GodotObject scriptObj)\n {\n var scriptPath = scriptObj.Get(\"resource_path\").AsString();\n if (scriptPath.Contains(\"tutorial_level\"))\n {\n _isTutorialLevel = true;\n }\n }\n }\n\n // Initialize grenade count based on level type\n // Tutorial: infinite grenades (max count)\n // Other levels: 1 grenade\n if (_isTutorialLevel)\n {\n _currentGrenades = MaxGrenades;\n LogToFile($\"[Player.Grenade] Tutorial level detected - infinite grenades enabled\");\n }\n else\n {\n _currentGrenades = 1;\n LogToFile($\"[Player.Grenade] Normal level - starting with 1 grenade\");\n }\n\n // Auto-equip weapon if not set but a weapon child exists\n if (CurrentWeapon == null)\n {\n // Try MakarovPM first (default starting weapon), then AssaultRifle for backward compatibility\n CurrentWeapon = GetNodeOrNull<BaseWeapon>(\"MakarovPM\");\n if (CurrentWeapon == null)\n {\n CurrentWeapon = GetNodeOrNull<BaseWeapon>(\"AssaultRifle\");\n }\n if (CurrentWeapon != null)\n {\n GD.Print($\"[Player] {Name}: Auto-equipped weapon {CurrentWeapon.Name}\");\n }\n }\n\n // Apply weapon selection from GameManager (C# fallback for GDScript level scripts)\n // This ensures weapon selection works even when GDScript level scripts fail to execute\n // due to Godot 4.3 binary tokenization issues (godotengine/godot#94150, #96065)\n ApplySelectedWeaponFromGameManager();\n\n // Store base positions for walking animation\n if (_bodySprite != null)\n {\n _baseBodyPos = _bodySprite.Position;\n LogToFile($\"[Player.Init] Body sprite found at position: {_baseBodyPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Body sprite NOT found!\");\n }\n if (_headSprite != null)\n {\n _baseHeadPos = _headSprite.Position;\n LogToFile($\"[Player.Init] Head sprite found at position: {_baseHeadPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Head sprite NOT found!\");\n }\n if (_leftArmSprite != null)\n {\n _baseLeftArmPos = _leftArmSprite.Position;\n LogToFile($\"[Player.Init] Left arm sprite found at position: {_baseLeftArmPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Left arm sprite NOT found!\");\n }\n if (_rightArmSprite != null)\n {\n _baseRightArmPos = _rightArmSprite.Position;\n LogToFile($\"[Player.Init] Right arm sprite found at position: {_baseRightArmPos}\");\n }\n else\n {\n LogToFile(\"[Player.Init] WARNING: Right arm sprite NOT found!\");\n }\n\n // Apply scale to player model for larger appearance\n if (_playerModel != null)\n {\n _playerModel.Scale = new Vector2(PlayerModelScale, PlayerModelScale);\n }\n\n // Get weapon mount reference for sling animation\n _weaponMount = _playerModel?.GetNodeOrNull<Node2D>(\"WeaponMount\");\n if (_weaponMount != null)\n {\n _baseWeaponMountPos = _weaponMount.Position;\n _baseWeaponMountRot = _weaponMount.Rotation;\n }\n\n // Set z-index for proper layering: head should be above weapon\n // The weapon has z_index = 1, so head should be 2 or higher\n if (_headSprite != null)\n {\n _headSprite.ZIndex = 3; // Head on top (above weapon)\n }\n if (_bodySprite != null)\n {\n _bodySprite.ZIndex = 1; // Body same level as weapon\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.ZIndex = 2; // Arms between body and head\n }\n if (_rightArmSprite != null)\n {\n _rightArmSprite.ZIndex = 2; // Arms between body and head\n }\n\n // Connect to GameManager's debug mode signal for F7 toggle\n ConnectDebugModeSignal();\n\n // Initialize CasingPusher Area2D for pushing shell casings (Issue #392 Iteration 8)\n ConnectCasingPusherSignals();\n\n // Initialize flashlight if active item manager has flashlight selected (Issue #546)\n InitFlashlight();\n\n // Log ready status with full info\n int currentAmmo = CurrentWeapon?.CurrentAmmo ?? 0;\n int maxAmmo = CurrentWeapon?.WeaponData?.MagazineSize ?? 0;\n int currentHealth = (int)(HealthComponent?.CurrentHealth ?? 0);\n int maxHealth = (int)(HealthComponent?.MaxHealth ?? 0);\n LogToFile($\"[Player] Ready! Ammo: {currentAmmo}/{maxAmmo}, Grenades: {_currentGrenades}/{MaxGrenades}, Health: {currentHealth}/{maxHealth}\");\n LogToFile(\"[Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\");\n }\n\n /// <summary>\n /// Called when player health changes - updates visual feedback.\n /// </summary>\n private void OnPlayerHealthChanged(float currentHealth, float maxHealth)\n {\n GD.Print($\"[Player] {Name}: Health changed to {currentHealth}/{maxHealth} ({HealthComponent?.HealthPercent * 100:F0}%)\");\n UpdateHealthVisual();\n }\n\n /// <summary>\n /// Updates the sprite color based on current health percentage.\n /// </summary>\n private void UpdateHealthVisual()\n {\n if (HealthComponent == null)\n {\n return;\n }\n\n // Interpolate color based on health percentage\n float healthPercent = HealthComponent.HealthPercent;\n Color color = FullHealthColor.Lerp(LowHealthColor, 1.0f - healthPercent);\n SetAllSpritesModulate(color);\n }\n\n /// <summary>\n /// Public method to refresh the health visual.\n /// Called by effects managers (like LastChanceEffectsManager) after they finish\n /// modifying player sprite colors, to ensure the player returns to correct\n /// health-based coloring.\n /// </summary>\n public void RefreshHealthVisual()\n {\n UpdateHealthVisual();\n }\n\n /// <summary>\n /// Sets the modulate color on all player sprite parts.\n /// The armband is a separate sibling sprite (not child of RightArm) that keeps\n /// its original color, so all body parts use the same health-based color.\n /// </summary>\n /// <param name=\"color\">The color to apply to all sprites.</param>\n private void SetAllSpritesModulate(Color color)\n {\n if (_bodySprite != null)\n {\n _bodySprite.Modulate = color;\n }\n if (_headSprite != null)\n {\n _headSprite.Modulate = color;\n }\n if (_leftArmSprite != null)\n {\n _leftArmSprite.Modulate = color;\n }\n if (_rightArmSprite != null)\n {\n // Right arm uses the same color as other body parts.\n // The armband is now a separate sibling sprite (Armband node under PlayerModel)\n // that doesn't inherit this modulate, keeping its bright red color visible.\n _rightArmSprite.Modulate = color;\n }\n // If using old single sprite structure\n if (_playerModel == null && _sprite != null)\n {\n _sprite.Modulate = color;\n }\n }\n\n #region Casing Pusher (Issue #392)\n\n /// <summary>\n /// Connects the CasingPusher Area2D signals for reliable casing detection (Issue #392 Iteration 8).\n /// Using body_entered/body_exited signals instead of polling get_overlapping_bodies()\n /// ensures casings are detected even when player approaches from narrow side.\n /// </summary>\n private void ConnectCasingPusherSignals()\n {\n _casingPusher = GetNodeOrNull<Area2D>(\"CasingPusher\");\n if (_casingPusher == null)\n {\n // CasingPusher not present in scene - this is fine for older scenes\n return;\n }\n\n // Connect body_entered and body_exited signals\n _casingPusher.BodyEntered += OnCasingPusherBodyEntered;\n _casingPusher.BodyExited += OnCasingPusherBodyExited;\n }\n\n /// <summary>\n /// Called when a body enters the CasingPusher Area2D.\n /// Tracks casings for reliable pushing detection.\n /// </summary>\n private void OnCasingPusherBodyEntered(Node2D body)\n {\n if (body is RigidBody2D rigidBody && rigidBody.HasMethod(\"receive_kick\"))\n {\n if (!_overlappingCasings.Contains(rigidBody))\n {\n _overlappingCasings.Add(rigidBody);\n }\n }\n }\n\n /// <summary>\n /// Called when a body exits the CasingPusher Area2D.\n /// Removes casings from tracking list.\n /// </summary>\n private void OnCasingPusherBodyExited(Node2D body)\n {\n if (body is RigidBody2D rigidBody)\n {\n _overlappingCasings.Remove(rigidBody);\n }\n }\n\n /// <summary>\n /// Pushes casings that we're overlapping with using Area2D detection (Issue #392 Iteration 8).\n /// Uses signal-tracked casings combined with polling for maximum reliability.\n /// </summary>\n private void PushCasingsWithArea2D()\n {\n if (_casingPusher == null)\n {\n return;\n }\n\n // Don't push if not moving\n if (Velocity.LengthSquared() < 1.0f)\n {\n return;\n }\n\n // Combine both signal-tracked casings and polled overlapping bodies for reliab
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