great! thx! I finally understood what that term means and how it works. :) it might be more efficient, to re-use the timer and not always create a new one when jumping, but that's probably a minor thing.
@@Chaff_Games awesome! I know it's a niche thing but I'm still very interested in what you'd need to change in the weapon manager you made for a singleton to work so weapons are kept inbetween scenes
A void function means the function will not return a specific output. It is somewhat unnecessary to define this in GD-script, since GD will interpret al lot of things for you, for example if there is no return in the function, it means it returns void, but it helps with creating boundaries and readability. It is basically stating that the function CANNOT have a return value, the only thing it returns is a void (so nothing). You can do the same thing with any other data type. So if you were to have a function: "func someything() -> int: " you force the function to return an int value.
@@eloquentraccoon6795 It is unnecessary yet not declaring types can hurt performance, since it forces Godot to use 'Variant' for everything which tries to infer typing and uses a lot more memory than it should So, actually using strict-typing with GDScript helps both with performance and a lot of minor bugs due to typing-infering
@@eloquentraccoon6795so if it doesn’t return a specific output, does that mean it doesn’t return any output at all? Or can the output be any type then?