Lots of work on saving, enemies and object positions are now saved

This commit is contained in:
Derek
2024-12-02 22:52:21 -06:00
parent a9aaed9c6f
commit 299257e0d9
22 changed files with 186 additions and 30 deletions

View File

@@ -103,6 +103,7 @@ func fire():
player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
player.recoil.add_gun_recoil(recoil_amount.x)
player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
SaveLoad.shots_fired += 1
func reload():
if level_control.ammo_current[gun_index] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and level_control.ammo_reserve[gun_index] > 0:
@@ -115,12 +116,6 @@ func reload():
else:
level_control.ammo_current[gun_index] = 1
#func spawn_mag():
#var instance_mag = mag.instantiate()
#instance_mag.position = mag_ejector.global_position
#instance_mag.transform.basis = mag_ejector.global_transform.basis
#get_tree().get_root().add_child(instance_mag)
func pellet_spawn():
var pellets_remaining = pellets_per_shot
while pellets_remaining > 0: