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@@ -2,8 +2,8 @@ extends Label
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const ASPECT_RATIO_STD = .5625 #9/16 for standard ratio
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@export var padding_amount = .05 #multiplied by screen size
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@onready var level_control = $"../../../.."
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@onready var player = $"../../.."
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@onready var level_control = get_tree().current_scene
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@onready var player = get_tree().current_scene.player
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@onready var gun_anim = $"../gun/GunAnims"
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var gun_index
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@@ -1,7 +1,7 @@
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extends Label
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@onready var player = $"../../.."
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@onready var level_control = $"../../../.."
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@onready var level_control = get_tree().current_scene
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@onready var player = get_tree().current_scene.player
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const ASPECT_RATIO_STD = .5625 #9/16 for standard ratio
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@export var padding_amount = .05 #multiplied by screen size
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@@ -1,10 +1,5 @@
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extends Node3D
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var start_position
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var start_rotation
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var random_spread_start
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var cycle_count_start
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var cycle_count
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@export_group("Gun Feel")
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@export var gun_name : String
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@@ -39,6 +34,12 @@ var cycle_count
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@onready var player = get_tree().current_scene.player
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@onready var level_control = get_tree().current_scene
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@onready var ammo_current
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var start_position
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var start_rotation
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var random_spread_start
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var cycle_count_start
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var cycle_count
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var rng = RandomNumberGenerator.new()
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var gun_index
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#var ammo_current
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@@ -110,7 +111,7 @@ func shoot(delta):
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instance_casing.position = casing_ejector.global_position
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instance_casing.transform.basis = casing_ejector.global_transform.basis
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get_tree().get_root().add_child(instance_casing)
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player.weapon_recoil(delta)
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player.recoil.add_recoil()
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if fire_mode != 0:
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cycle_count -= 1
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@@ -44,10 +44,10 @@ var start_sensitivity
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var gun : Node
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@onready var gun_ray = $Head/Camera3D/GunRay
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@onready var gun_ray = $Head/Recoil/Camera3D/GunRay
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@onready var level_control = get_tree().current_scene
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@onready var interact_ray = $Head/Camera3D/InteractRay
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@onready var bullet_ray = $Head/Camera3D/BulletRay
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@onready var interact_ray = $Head/Recoil/Camera3D/InteractRay
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@onready var bullet_ray = $Head/Recoil/Camera3D/BulletRay
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var instance_bullet
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var instance_casing
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var instance_mag
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@@ -77,19 +77,19 @@ var pickup_announce = load("res://assets/pickup_announce.tscn")
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var dead_announce = load("res://assets/dead_announce.tscn")
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var pickupmsg
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@onready var crosshair = $Head/Camera3D/Crosshair
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@onready var crosshair = $Head/Recoil/Camera3D/Crosshair
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@onready var head = $Head
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@onready var camera = $Head/Camera3D
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@onready var camera = $Head/Recoil/Camera3D
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@onready var world_environment = $"../WorldEnvironment"
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@onready var pickup_sound = $Audio/PickupSound
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@onready var ear_wind = $Audio/EarWind
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@onready var land_sound: AudioStreamPlayer = $Audio/LandSound
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@onready var hurt_audio = $Audio/Hurt
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@onready var health_indicator = $HealthIndicator
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@onready var ammo_counter = $Head/Camera3D/AmmoCounter
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@onready var stamina_counter = $Head/Camera3D/StaminaCounter
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@onready var weapon_spawner = $Head/Camera3D/WeaponHolder/WeaponSpawner
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@onready var ammo_counter = $Head/Recoil/Camera3D/AmmoCounter
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@onready var stamina_counter = $Head/Recoil/Camera3D/StaminaCounter
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@onready var recoil: Node3D = $Head/Recoil
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@onready var weapon_spawner = $Head/Recoil/Camera3D/WeaponHolder/WeaponSpawner
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@onready var pick_up_detection = $pick_up_detection
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@onready var item_holder: Node3D = $Head/ItemHolder
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@@ -333,7 +333,5 @@ func weapon_bob(vel : float, delta):
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weapon_holder.position.y = lerp(weapon_holder.position.y, def_weapon_holder_pos.y, .1 * delta)
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weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x, .1 * delta)
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func weapon_recoil(delta):
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func weapon_recoil():
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pass
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#var recoil_to = camera.rotation.x + gun.recoil_amount
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#camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(85))
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@@ -18,7 +18,7 @@ func spawn_rat(end_hole,control_node):
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var spawn_rat = rat.instantiate()
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spawn_rat.position = ray.global_position
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spawn_rat.transform.basis = ray.global_transform.basis
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spawn_rat.look_at(end_hole.position,Vector3.UP)
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spawn_rat.look_at_from_position(end_hole.position,Vector3.UP)
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spawn_rat.end_hole = end_hole
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get_tree().get_root().add_child(spawn_rat)
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22
scripts/recoil.gd
Normal file
22
scripts/recoil.gd
Normal file
@@ -0,0 +1,22 @@
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extends Node3D
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var recoil_amount : Vector3 = Vector3(.1,0,0)
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var snap_amount : float = 8
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var speed : float = 4
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var current_rotation : Vector3
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var target_rotation : Vector3
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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target_rotation = lerp(target_rotation, Vector3.ZERO, speed * delta)
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current_rotation = lerp(current_rotation, target_rotation, snap_amount * delta)
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basis = Quaternion.from_euler(current_rotation)
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func add_recoil() -> void:
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print("ADD RECOIL")
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target_rotation += Vector3(.1,0,0)
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@@ -35,8 +35,8 @@ var cycle_count
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@export var audio_empty : Node
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@export var audio_reload : Node
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@onready var player = $"../../../../"
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@onready var level_control = $"../../../../../"
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@onready var player = get_tree().current_scene.player
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@onready var level_control = get_tree().current_scene
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@onready var ammo_current
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var rng = RandomNumberGenerator.new()
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var gun_index
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@@ -100,8 +100,7 @@ func shoot(delta):
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instance_bullet.blast_power = blast_power
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instance_bullet.player_position = player.global_position
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get_tree().get_root().add_child(instance_bullet)
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player.weapon_recoil(delta)
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player.recoil.add_recoil()
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if fire_mode != 0:
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cycle_count -= 1
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