added weapon holstering
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@@ -19,9 +19,10 @@ var crosshair_target
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@onready var stamina_bar: TextureProgressBar = $StaminaBar
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@onready var stamina_bar_2: ProgressBar = $StaminaBar2
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@onready var health_bar: ProgressBar = $HealthBar
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@onready var gun_name: Label = $"MarginContainer/VBoxContainer/Gun Name"
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@onready var ammo_current: Label = $MarginContainer/VBoxContainer/HBoxContainer/AmmoCurrent
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@onready var ammo_reserve: Label = $MarginContainer/VBoxContainer/HBoxContainer/AmmoReserve
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@onready var gun_name: Label = $"GunInfo/VBoxContainer/Gun Name"
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@onready var ammo_current: Label = $GunInfo/VBoxContainer/HBoxContainer/AmmoCurrent
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@onready var ammo_reserve: Label = $GunInfo/VBoxContainer/HBoxContainer/AmmoReserve
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@onready var gun_info: MarginContainer = $GunInfo
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@onready var money: Label = $Money
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@onready var crosshair: TextureRect = $Crosshair
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@onready var crosshair_center: TextureRect = $CrosshairCenter
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@@ -69,6 +70,13 @@ func _process(delta: float) -> void:
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crosshair_center.position = Vector2(viewportWidth/2,viewportHeight/2) + (crosshair_center.scale * crosshair_center.size/-2)
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stamina_bar.scale = (crosshair.size/CROSSHAIR_SIZE) * Vector2(.185,.185)
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stamina_bar.position = Vector2(viewportWidth/2,viewportHeight/2) + (stamina_bar.scale * stamina_bar.size/-2)
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#hide crosshair and ammo when no gun
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if player.gun == null:
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crosshair.visible = false
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gun_info.visible = false
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else:
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crosshair.visible = true
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gun_info.visible = true
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#HEALTH
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health_bar.value = level_control.health
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@@ -135,11 +143,12 @@ func _process(delta: float) -> void:
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change_color(crosshair,FULL_WHITE,10,delta)
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if player.ads:
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if player.gun.ads:
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fade_in_out(crosshair,1,false,5,delta)
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fade_in_out(current_stam_bar,.001,true,5,delta)
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else:
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fade_in_out(crosshair,1,true,5,delta)
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if player.gun:
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if player.gun.ads:
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fade_in_out(crosshair,1,false,5,delta)
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fade_in_out(current_stam_bar,.001,true,5,delta)
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else:
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fade_in_out(crosshair,1,true,5,delta)
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else:
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fade_in_out(crosshair,1,true,5,delta)
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