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9 changes: 7 additions & 2 deletions scripts/core/laser_projectile.gd
Original file line number Diff line number Diff line change
Expand Up @@ -14,12 +14,17 @@ func _physics_process(delta):
position += direction.normalized() * speed * delta

func _on_body_entered(body):
if not is_instance_valid(body):
if not is_instance_valid(body) or body == self:
return

if body.has_method("take_damage"):
body.take_damage(damage)
queue_free() # Destroy the laser after hitting
# Disable further monitoring and free safely after signal emission
set_deferred("monitoring", false)
var shape = get_node_or_null("CollisionShape2D")
if shape:
shape.set_deferred("disabled", true)
call_deferred("queue_free")

func _on_Timer_timeout():
queue_free()
10 changes: 8 additions & 2 deletions scripts/core/projectile.gd
Original file line number Diff line number Diff line change
Expand Up @@ -11,9 +11,15 @@ func _physics_process(delta):
position += direction * speed * delta

func _on_body_entered(body):
if not is_instance_valid(body):
if not is_instance_valid(body) or body == self:
return

# Only interact with valid damage receivers (e.g., enemies)
if body.has_method("take_damage"):
body.take_damage(damage)
queue_free()
# Disable further monitoring to prevent re-entrancy during signal emission
set_deferred("monitoring", false)
var shape = get_node_or_null("CollisionShape2D")
if shape:
shape.set_deferred("disabled", true)
call_deferred("queue_free")
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