made tracker gun
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@@ -34,9 +34,12 @@ var cycle_count
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@export var audio_empty : Node
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@export var audio_reload : Node
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@onready var smoke: GPUParticles3D = $BlunderbusHandle/Blunderbus/Smoke
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@onready var player = get_tree().current_scene.player
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@onready var level_control = get_tree().current_scene
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@onready var ammo_current
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@onready var smoke_timer: Timer = $SmokeTimer
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var rng = RandomNumberGenerator.new()
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var gun_index
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#var ammo_current
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@@ -44,6 +47,7 @@ var ammo_reserve
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# Called when the node enters the scene tree for the first time.
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func _ready():
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#smoke.emitting = false
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start_position = self.position
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start_rotation = self.rotation
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random_spread_start = random_spread_amt
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@@ -80,27 +84,25 @@ func reload_finished():
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func shoot(delta):
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if level_control.ammo_current[gun_index] > 0 and cycle_count > 0:
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if !anim_player.is_playing():
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level_control.ammo_current[gun_index] -= 1
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#RECOIL --- fix later to happen over a period of time
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#(ADD PLAYER KICK HERE. RELATIVE TO GUN POSITION)
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.play()
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anim_player.play("shoot")
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pellet_spawn()
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player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
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player.recoil.add_gun_recoil(recoil_amount.x)
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player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
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if fire_mode != 0:
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cycle_count -= 1
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elif !anim_player.is_playing() and cycle_count != 0:
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anim_player.play("empty")
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audio_empty.play()
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func fire():
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level_control.ammo_current[gun_index] -= 1
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.play()
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pellet_spawn()
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player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
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player.recoil.add_gun_recoil(recoil_amount.x)
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player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
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if fire_mode != 0:
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cycle_count -= 1
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func reload():
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if level_control.ammo_current[gun_index] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and level_control.ammo_reserve[gun_index] > 0:
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#player.reloading = true
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@@ -134,5 +136,13 @@ func pellet_spawn():
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get_tree().get_root().add_child(instance_bullet)
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pellets_remaining -= 1
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func barrel_smoke(emitting_state):
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smoke.emitting = emitting_state
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smoke_timer.start()
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func swapped_out():
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queue_free()
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func _on_smoke_timer_timeout() -> void:
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barrel_smoke(false)
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