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WeaponMasteryComponentextends Node class_name WeaponMasteryComponent @export var weapon_id: String func _ready(): if weapon_id.is_empty(): push_error("WeaponMasteryComponent: weapon_id not set") return func register_kill(): WeaponMasteryManager.add_weapon_kill(weapon_id) func get_mastery_level() -> WeaponMasteryManager.MasteryLevel: return WeaponMasteryManager.get_mastery_level(weapon_id) func has_mastery_requirement(required_level: WeaponMasteryManager.MasteryLevel) -> bool: return WeaponMasteryManager.has_mastery_requirement(weapon_id, required_level)
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