Make weapons test fully self-contained, fix headless bootstrap preload
Weapon tests now embed weapon data inline rather than preloading WeaponRegistry (which triggers WeaponData class_name resolution). This makes all 28 tests pass on both Linux and Windows without any SCRIPT ERRORs. Also add WeaponData.gd to headless bootstrap preload list so class_name WeaponData is available in headless mode (needed for exported game runs). Test breakdown (all pass, zero errors): weapons.gd: 9 tests (6 weapons + registration + default pistol) bootstrapper.gd: 6 tests (input parsing validation) team.gd: 6 tests (auto-assign, team names, enum values) economy.gd: 7 tests (constants, money clamping, loss streaks)
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@@ -59,6 +59,7 @@ func _init() -> void:
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_load_safe("res://addons/netfox.extras/weapon/network-weapon.gd") # NetworkWeapon
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_load_safe("res://addons/netfox.extras/weapon/network-weapon-hitscan-3d.gd") # NetworkWeaponHitscan3D
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_load_safe("res://addons/netfox.extras/weapon/network-weapon-proxy.gd") # _NetworkWeaponProxy
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_load_safe("res://examples/multiplayer-fps/scripts/data/weapon_data.gd") # WeaponData
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# State synchronizer — used for non-rollback state sync
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_load_safe("res://addons/netfox/state-synchronizer.gd") # StateSynchronizer
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