dead camera much improved and has the ability to step through multiple stages
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@@ -56,6 +56,7 @@ var gun : Node
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@onready var level_control = get_tree().current_scene
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@onready var interact_ray = $Head/Recoil/Camera3D/InteractRay
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@onready var bullet_ray = $Head/Recoil/Camera3D/BulletRay
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@onready var hitmarker = load("res://hitmarker.tscn")
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var instance_bullet
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var instance_casing
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var instance_mag
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@@ -85,7 +86,6 @@ var dead_announce = load("res://assets/dead_announce.tscn")
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var pickupmsg
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@onready var crosshair = $Head/Recoil/Camera3D/Crosshair
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@onready var hitmarker: TextureRect = $Head/Recoil/Camera3D/Hitmarker
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@onready var head = $Head
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@onready var camera = $Head/Recoil/Camera3D
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@onready var world_environment = $"../WorldEnvironment"
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@@ -122,6 +122,8 @@ func _ready():
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health_indicator.size = Vector2(viewportWidth,viewportHeight)
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health_indicator.color = Color(0.471, 0, 0, 0)
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crt_filter.visible = false
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#turn off audio if unchecked in player
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if AUDIO == false:
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AudioServer.set_bus_volume_db(0,-80)
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@@ -397,9 +399,8 @@ func weapon_select(gun_id):
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level_control.gun_spawn(gun_id)
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func enemy_hit():
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hitmarker.visible = true
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await get_tree().create_timer(.1).timeout
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hitmarker.visible = false
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var hitmarker_spawn = hitmarker.instantiate()
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camera.add_child(hitmarker_spawn)
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func toggle_hud(hud_on):
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