quick tweaks
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@@ -11,7 +11,7 @@ config_version=5
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[application]
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[application]
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config/name="First Person Test"
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config/name="First Person Test"
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run/main_scene="res://scenes/test_level_2v2.tscn"
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run/main_scene="res://scenes/enemy_working_scene.tscn"
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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@@ -59,7 +59,7 @@ func _process(delta):
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focus_dist = camera.global_position.distance_to(target.global_position)
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focus_dist = camera.global_position.distance_to(target.global_position)
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else:
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else:
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focus_dist = 10.0
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focus_dist = 10.0
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camera.attributes.dof_blur_far_distance = focus_dist + 7
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camera.attributes.dof_blur_far_distance = focus_dist + 8
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camera.attributes.dof_blur_near_distance = focus_dist - 2
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camera.attributes.dof_blur_near_distance = focus_dist - 2
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if target == null:
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if target == null:
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@@ -77,17 +77,16 @@ func _ready():
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func _process(delta):
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func _process(delta):
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#Sightline
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if turret_look_next.is_colliding() and turret_look_next.get_collider().is_in_group("player"):
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player_in_view = true
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player_last_seen = turret_look_next.get_collider().global_position
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# Navigation
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# Navigation
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if !knocked:
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if !knocked:
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if hive_velocity:
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if hive_velocity:
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velocity = hive_velocity
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velocity = hive_velocity
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if !stunned:
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if !stunned:
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#Sightline
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if turret_look_next.is_colliding() and turret_look_next.get_collider().is_in_group("player"):
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player_in_view = true
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player_last_seen = turret_look_next.get_collider().global_position
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if player != null:
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if player != null:
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spider_look_next.look_at(Vector3(player.global_position.x, 0, player.global_position.z), Vector3.UP)
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spider_look_next.look_at(Vector3(player.global_position.x, 0, player.global_position.z), Vector3.UP)
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body.rotation.y = lerp(body.rotation.y, spider_look_next.rotation.y, delta * 1)
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body.rotation.y = lerp(body.rotation.y, spider_look_next.rotation.y, delta * 1)
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