🐛 Bug fixes
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@@ -60,13 +60,9 @@ public partial class Player : CharacterBody2D
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// If same direction as last time, accelerate
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if (direction == _lastZoomDirection && (currentTime - _lastZoomTime) < 300)
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{
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_currentZoomSpeed = Mathf.Min(_currentZoomSpeed + ZoomAcceleration, MaxZoomSpeed);
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}
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else
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{
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_currentZoomSpeed = BaseZoomSpeed;
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}
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_lastZoomDirection = direction;
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_lastZoomTime = currentTime;
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@@ -75,8 +75,8 @@ public partial class TurretTile : BaseTile
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_hasTarget = true;
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// Calculate target angle
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var direction = (nearestEnemy.GlobalPosition - _spriteBarrel.GlobalPosition).Normalized();
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var targetAngle = Mathf.Atan2(direction.Y, direction.X);
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var direction = (nearestEnemy.GlobalPosition - _barrelTip.GlobalPosition).Normalized();
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var targetAngle = direction.Angle() + 90f;
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// Smoothly rotate towards target
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_spriteBarrel.Rotation = Mathf.LerpAngle(_spriteBarrel.Rotation, targetAngle, (float)delta * RotationSpeed);
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