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# Try passing in randf() * x for distance_from_surface or angle_adjust to get some slight randomness | |
func bounce_rays( | |
space: Physics2DDirectSpaceState, | |
initial_pos: Vector2, | |
initial_dir: Vector2, | |
count: int, | |
length: float, | |
exclude:=[], | |
distance_from_surface: float = 0.0, |
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