Quaternius weapons, input fixes, sound & path fixes
- Added 6 Quaternius weapon models (Pistol, Revolver, Rifle, Shotgun, P90, SniperRifle) - Created weapon resource files with balanced stats - Wired Pistol + Rifle into player.tscn replacing Kenney blasters - Fixed WASD input (matched input map action names) - Fixed Escape key toggles mouse capture - Added Audio autoload singleton - Fixed broken sound asset paths across all scripts - Fixed all scene ext_resource text paths (nested under assets/kenney-fps/) - Fixed all .import source_file paths - Deleted stale .import files (will be regenerated by editor on open)
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/**
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* Owns the McpBridge autoload artifact: the script copy in the target project,
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* the `[autoload]` entry in project.godot, the `.mcp/.gdignore` marker, and the
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* `.gitignore` augmentation. GodotRunner delegates to this for inject/cleanup
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* during run_project / attach_project / stop_project flows.
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*
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* The project-root bridge script is runtime-owned and refreshed on first
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* injection for a manager session so a rebuilt server cannot talk to stale
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* GDScript from an earlier run. Idempotent within a session via
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* `injectedProjects`: a second `inject()` call for the same path short-circuits
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* without rewriting project.godot.
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*/
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export declare class BridgeManager {
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private bridgeScriptPath;
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private injectedProjects;
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private repairedProjects;
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/**
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* Last port baked into the on-disk script per project. Used by the
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* race-detection helper in runtime-tools to spot a concurrent re-inject
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* after a bridge-wait timeout.
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*/
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private lastInjectedPort;
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constructor(bridgeScriptPath: string);
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inject(projectPath: string, port: number): void;
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cleanup(projectPath: string): void;
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/**
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* Read the port currently baked into the project's bridge script. Returns
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* the integer on success, or null if the file is missing, unreadable, or
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* lacks the marker. Used to detect concurrent re-inject after a bridge-
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* wait timeout (another MCP client may have rewritten the port).
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*/
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readBakedPort(projectPath: string): number | null;
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/**
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* If project.godot still has an `McpBridge=` line but the script file is
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* missing, the autoload would crash every subsequent headless op. Detect and
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* clean the orphan before running an operation.
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*
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* Cached per project: once a path has been checked clean, skip the file
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* reads on subsequent ops in the same session.
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*/
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repairOrphaned(projectPath: string): void;
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private removeBridgeArtifacts;
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private ensureMcpGdignore;
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private ensureGitignored;
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}
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//# sourceMappingURL=bridge-manager.d.ts.map
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