more bullet testing
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@@ -36,7 +36,7 @@ func _physics_process(delta):
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func _on_body_entered(body: Node) -> void:
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if !body.is_in_group("player"):
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if body.is_in_group("testtest"):
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mesh.visible = false
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#bullethole effect
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@@ -8,7 +8,7 @@ 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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const DASH_SPEED = 40
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const SLOWSPEED = .2
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const SLOWSPEED = .15
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const STAMINA_DRAIN = 100
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var speed
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@@ -347,8 +347,8 @@ func weapon_tilt(input_x, delta):
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func weapon_sway(delta):
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mouse_input = lerp(mouse_input, Vector2.ZERO, 10 * delta)
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weapon_holder.rotation.x = lerp(weapon_holder.rotation.x, mouse_input.y * weapon_sway_amount, 10 * delta)
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weapon_holder.rotation.y = lerp(weapon_holder.rotation.y, mouse_input.x * weapon_sway_amount, 10 * delta)
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weapon_holder.rotation.x = lerp(weapon_holder.rotation.x, mouse_input.y * weapon_sway_amount, 5 * delta)
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weapon_holder.rotation.y = lerp(weapon_holder.rotation.y, mouse_input.x * weapon_sway_amount, 5 * delta)
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func weapon_bob(vel : float, delta):
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if weapon_holder:
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