tweaked bullet and pick up method
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@@ -3,7 +3,7 @@ extends CharacterBody3D
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const WALK_TRANSITION_SPEED = 8
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const MAX_AIR_DASH = 1
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const FLASHLIGHT_BRIGHTNESS = 30
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const KICK_AMOUNT = 10
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const KICK_AMOUNT = 20
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const LAND_CAMERA_TILT : Vector3 = Vector3(-1,0,0)
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const WALK_SPEED = 12.0
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const SPRINT_SPEED = 15.0
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@@ -45,9 +45,6 @@ var start_sensitivity
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@export var BASE_FOV : float = 80
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@export var FOV_CHANGE = 1.5
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#@export_group("Gun") DELETE IF DOESNT CAUSE ISSUES
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#@export
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var gun : Node
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@onready var dead_player : Resource = load("res://assets/dead_cam.tscn")
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@onready var pause_menu: Control = $Head/Recoil/Camera3D/PauseMenu
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@@ -111,6 +108,7 @@ var pickupmsg
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@onready var weapon_pickup_audio: AudioStreamPlayer = $Audio/WeaponPickup
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@onready var crt_filter: ColorRect = $Head/Recoil/Camera3D/crtFilter
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@onready var moveable_holder: Node3D = $Head/MoveableHolder
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@onready var stand_check: RayCast3D = $StandCheck
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func _ready():
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@@ -335,13 +333,15 @@ func _physics_process(delta):
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if held_item != null:
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var held_force_dir = moveable_holder.global_position - held_item.global_position
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held_item.set_constant_force(held_force_dir * 30)
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held_item.rotation = lerp(held_item.rotation, held_item_rotation, delta)
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print("HELD ITEM ROTATION " + str(rad_to_deg(held_item_rotation.y)))
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held_item.rotation = held_item_rotation #lerp(held_item.rotation, held_item_rotation, delta * 30)
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#break when moved too far away
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var distance_from_player = abs(self.global_position - held_item.global_position)
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if distance_from_player.length() > 5:
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release_moveable()
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if stand_check.is_colliding():
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if stand_check.get_collider() == held_item:
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release_moveable()
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#interact button
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if Input.is_action_just_pressed("interact"):
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@@ -360,7 +360,7 @@ func _physics_process(delta):
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if interact_ray.is_colliding():
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if interact_ray.get_collider().is_in_group("scene_rigidbody"):
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kick_audio.play()
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interact_ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-KICK_AMOUNT)
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interact_ray.get_collider().linear_velocity += transform.basis * Vector3(0,0, -KICK_AMOUNT)
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if held_item != null:
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release_moveable()
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@@ -451,7 +451,6 @@ func grab_moveable(body):
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held_item_angular_damp_cache = body.angular_damp
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held_item_gravity_cache = body.gravity_scale
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held_item_mass_cache = body.mass
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#change rigidbody settings
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body.linear_damp = 5
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body.angular_damp = 5
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