made tracker gun
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@@ -13,8 +13,9 @@ var bounces = 0
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var start_time
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var end_time
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const EMISSION_MAX : float = 20
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const EMISSION_LIFETIME : float = 2 #in seconds
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const EMISSION_MAX : float = 200
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const EMISSION_LIFETIME : float = 1.75 #in seconds
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const VELOCITY_REQUIRED_TO_HIT : float = 10
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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@@ -38,21 +39,11 @@ func _on_body_entered(body: Node) -> void:
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if bounces >= max_bounces:
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despawn()
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if body != null and !body.is_in_group("player"):
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if body.is_in_group("enemy_target"):
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SignalBus.emit_signal("enemy_hit")
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body.hit(bullet_damage)
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if body != null and !body.is_in_group("player") and linear_velocity.length() >= VELOCITY_REQUIRED_TO_HIT:
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if body.is_in_group("switch"):
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body.hit()
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#move rigidbodies
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if body.is_in_group("scene_rigidbody"):
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body.linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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if body.is_in_group("breakable"):
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var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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body.breaking(current_velocity)
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