Added footsteps, new tree, various other tweaks
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@@ -11,6 +11,8 @@ const DASH_SPEED = 40
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const SLOWSPEED = .1
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const MAX_STAMINA : float = 100
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const STAMINA_DRAIN = 100 #multiplied times the delta when draining
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const BOB_FREQ = 1.7
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const BOB_AMP = 0.08
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var speed
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var double_jump = true
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@@ -33,8 +35,6 @@ var mouse_input : Vector2
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@export var sensitivity_shift = true
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var start_sensitivity
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@export_subgroup("Head Bob & Gun Sway")
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@export var BOB_FREQ = 2.0
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@export var BOB_AMP = 0.08
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@export var t_bob = 1.0
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@export var weapon_holder : Node3D
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@export var weapon_sway_amount : float = .07
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@@ -112,6 +112,7 @@ var controlled_elsewhere = false
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@onready var stand_check: RayCast3D = $StandCheck
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@onready var r_hand_test: MeshInstance3D = $Head/Recoil/Camera3D/WeaponHolder/RHandTest
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@onready var enemy_killed_audio: AudioStreamPlayer = $Audio/EnemyKilled
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@onready var footstep_sound: AudioStreamPlayer3D = $Audio/FootstepSound
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func _ready():
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@@ -330,19 +331,19 @@ func _physics_process(delta):
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var body = interact_ray.get_collider()
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if interact_ray.get_collider().is_in_group("interact"):
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body.get_parent().interact()
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if interact_ray.get_collider().is_in_group("moveable"):
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if interact_ray.get_collider().get_class() == "RigidBody3D":
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grab_moveable(body)
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#kick
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if Input.is_action_just_pressed("kick"):
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if interact_ray.is_colliding():
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if interact_ray.get_collider().is_in_group("scene_rigidbody"):
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if interact_ray.get_collider().get_class() == "RigidBody3D":
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kick_audio.play()
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interact_ray.get_collider().linear_velocity += interact_ray.global_transform.basis * Vector3(0,0, -KICK_AMOUNT)
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if held_item != null:
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release_moveable()
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elif held_item != null:
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if held_item != null:
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kick_audio.play()
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held_item.linear_velocity += interact_ray.global_transform.basis * Vector3(0,0, -KICK_AMOUNT)
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release_moveable()
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@@ -364,6 +365,8 @@ func _headbob(time) -> Vector3:
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var pos = Vector3.ZERO
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pos.y = sin(time * BOB_FREQ) * BOB_AMP
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pos.x = cos(time * BOB_FREQ / 2) * BOB_AMP
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if pos.y >= .07 and is_on_floor() and velocity.length() >= 1 and !footstep_sound.is_playing():
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footstep_sound.play()
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return pos
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