Enemy Hivemind became Room Manager, will probably pull out the actual enemy script at some point
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@@ -34,6 +34,7 @@ var particle_number = 0
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var enemy_hiveminds = []
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var remaining_enemies
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var last_hit : Node
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var target_type
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var respawn_position
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var respawn_cam_rotation
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var respawn_rot
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@@ -65,10 +66,11 @@ func _ready():
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if player:
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#Set up starting guns and ammo
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held_guns = [gun_1]
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var instance_gun = held_guns[0].instantiate()
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ammo_current[0] = instance_gun.max_ammo
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ammo_reserve[0] = instance_gun.max_ammo * instance_gun.start_mags
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if gun_1 != null:
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held_guns = [gun_1]
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var instance_gun = held_guns[0].instantiate()
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ammo_current[0] = instance_gun.max_ammo
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ammo_reserve[0] = instance_gun.max_ammo * instance_gun.start_mags
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if gun_2 != null:
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held_guns.append(gun_2)
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@@ -77,9 +79,10 @@ func _ready():
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ammo_reserve.append(instance_gun_2.max_ammo * instance_gun_2.start_mags)
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# Spawn first gun
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current_gun_index = 0
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gun_spawn(0)
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if gun_1 != null:
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current_gun_index = 0
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gun_spawn(0)
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#find enemy hiveminds
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for node in get_tree().get_nodes_in_group("enemy_hivemind"):
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enemy_hiveminds.append(node)
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@@ -118,7 +121,7 @@ func gun_spawn(index):
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func enemy_count():
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var sum = 0
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for i in enemy_hiveminds:
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sum += i.minions.size()
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sum += i.enemies.size()
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print("enemies: " + str(sum))
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if sum == 0:
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cleared()
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@@ -135,8 +138,8 @@ func die():
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var instance_dead = dead_player.instantiate()
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instance_dead.global_position = player.camera.global_position
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instance_dead.transform.basis = player.global_transform.basis
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#instance_dead.camera.rotation = player.camera.rotation
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instance_dead.target = last_hit
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instance_dead.target_type = target_type
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instance_dead.respawn_position = respawn_position
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instance_dead.respawn_rotation = respawn_cam_rotation
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instance_dead.respawn_fov = player.camera.fov
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