Lots of work on saving, enemies and object positions are now saved
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@@ -103,6 +103,7 @@ func fire():
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player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
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player.recoil.add_gun_recoil(recoil_amount.x)
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player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
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SaveLoad.shots_fired += 1
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func reload():
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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:
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@@ -115,12 +116,6 @@ func reload():
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else:
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level_control.ammo_current[gun_index] = 1
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#func spawn_mag():
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#var instance_mag = mag.instantiate()
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#instance_mag.position = mag_ejector.global_position
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#instance_mag.transform.basis = mag_ejector.global_transform.basis
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#get_tree().get_root().add_child(instance_mag)
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func pellet_spawn():
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var pellets_remaining = pellets_per_shot
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while pellets_remaining > 0:
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