Added Health pickup, started pickup assignment through level control and added enemy counter
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@@ -39,7 +39,7 @@ 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 level_control = $".."
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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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var instance_bullet
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@@ -222,7 +222,7 @@ func _physics_process(delta):
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get_tree().quit()
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if level_control.health <= 0:
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die()
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level_control.die()
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move_and_slide()
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weapon_tilt(input_dir.x, delta)
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@@ -267,6 +267,12 @@ func _on_pick_up_detection_body_entered(body):
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pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
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pickup_sound.play()
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body.queue_free()
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elif body.pickupType == "health":
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level_control.health += 1
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picked_up = true
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pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
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pickup_sound.play()
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body.queue_free()
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elif body.pickupType == "jump":
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pickupmsg = pickup_announce.instantiate()
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pickupmsg.pickuptext = "jump"
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@@ -326,13 +332,3 @@ func weapon_recoil(delta):
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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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func die():
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Engine.time_scale = .05
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var deadmsg = dead_announce.instantiate()
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get_parent().add_child(deadmsg)
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await get_tree().create_timer(.3).timeout
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get_tree().reload_current_scene()
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#var instance_dead = dead_player.instantiate()
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#instance_dead.position = head.global_position
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#instance_dead.transform.basis = head.global_transform.basis
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#get_tree().get_root().add_child(instance_dead)
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