built single-resource based script for weapons, most are broken right now
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@@ -347,7 +347,6 @@ func _physics_process(delta):
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ads = true
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if !gamespeed_controlled:
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Engine.time_scale = lerp(Engine.time_scale, level_control.gamemode.time_slowed_speed, (delta * 50) / Engine.time_scale)
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#gun.random_spread_amt = 0
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AudioServer.set_bus_effect_enabled(0,0,true)
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clock_sound.play()
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if sensitivity_shift == true:
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@@ -358,7 +357,6 @@ func _physics_process(delta):
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ads = false
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if !gamespeed_controlled:
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Engine.time_scale = lerp(Engine.time_scale, 1.0, (delta * 50)/Engine.time_scale)
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#gun.random_spread_amt = gun.random_spread_start
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clock_sound.stop()
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AudioServer.set_bus_effect_enabled(0,0,false)
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SENSITIVITY = start_sensitivity
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@@ -596,13 +594,13 @@ func flashlight_toggle():
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func aim_down_sights(delta):
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if gun != null:
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if ads:
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if gun.ads == true:
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camera.fov = lerp(camera.fov,BASE_FOV - float(gun.fov_zoom_amt),(delta * 5)/Engine.time_scale)
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if gun.weapon_info.ads == true:
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camera.fov = lerp(camera.fov,BASE_FOV - float(gun.weapon_info.fov_zoom_amt),(delta * 5)/Engine.time_scale)
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gun.position = lerp(gun.position,ADS_POS,delta * 10 / Engine.time_scale)
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else:
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weapon_holder.rotation = lerp(weapon_holder.rotation,Vector3(0,0,0),(delta * 10)/Engine.time_scale)
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gun.position = lerp(gun.position, weapon_start_pos,(delta * 4)/Engine.time_scale)
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camera.fov = lerp(camera.fov,BASE_FOV - float(gun.fov_zoom_amt),(delta * 5)/Engine.time_scale)
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camera.fov = lerp(camera.fov,BASE_FOV - float(gun.weapon_info.fov_zoom_amt),(delta * 5)/Engine.time_scale)
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else:
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gun.position = lerp(gun.position, weapon_start_pos,(delta * 100)/Engine.time_scale)
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@@ -750,12 +748,12 @@ func weapon_sway(delta):
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weapon_holder.rotation.y = lerp(weapon_holder.rotation.y, (mouse_input.x + joy_input.x) * weapon_sway_amount, 5 * delta)
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else:
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if gun != null:
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if gun.ads == true:
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if gun.weapon_info.ads == true:
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weapon_holder.rotation = Vector3.ZERO
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func weapon_bob(vel : float, delta):
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if weapon_holder:
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if gun != null and !ads and !gun.ads:
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if gun != null and !ads and !gun.weapon_info.ads:
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weapon_holder.global_position.y += -clamp(velocity.y * .15,-1,1) * delta
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if vel > 2 and is_on_floor():
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var speed_adjust = speed/level_control.gamemode.walk_speed
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