substantial work on saving and loading and hub mechanic
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@@ -1,3 +1,40 @@
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extends Node
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var game_loaded = false
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var high_score = 0
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var money = 0
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var health
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var held_guns = []
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var current_gun_index
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var gun_ammo = {}
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var ammo_reserve = {}
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func _ready() -> void:
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SignalBus.money_changed.connect(money_update)
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func money_update():
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if money > high_score:
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high_score = money
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func money_penalty():
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var level_control = get_tree().current_scene
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#Save High Scores
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if money >= high_score:
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high_score = money
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#Do money penalty
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money = money * level_control.gamemode.money_lost_multiplier
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func weapon_penalty():
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var level_control = get_tree().current_scene
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match level_control.gamemode.weapon_penalty:
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0: #Drop All
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GameGlobals.held_guns = []
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1: #Drop Percentage
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var weapons_lost = GameGlobals.held_guns.size() * level_control.gamemode.weapon_drop_percentage
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for weapon in weapons_lost:
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GameGlobals.held_guns.erase(GameGlobals.held_guns.pick_random())
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2: #Do Nothing
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pass
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