npcs and enemies now inherit from character state
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@@ -12,36 +12,36 @@ func Enter():
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servo_sound.play()
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func Update(delta):
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if enemy.ammo < enemy.max_ammo:
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if character.ammo < character.max_ammo:
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reload()
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else:
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finished_reload()
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func Physics_Update(delta):
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if enemy.is_player_visible():
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if character.is_player_visible():
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#get player location
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enemy.cache_player_pos()
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character.cache_player_pos()
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update_reload_look_target()
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move_to_nav_point(delta)
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turret_look3D(delta)
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func update_reload_look_target():
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look_target = enemy.global_position + Vector3(0,10,0)
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look_target = character.global_position + Vector3(0,10,0)
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func update_reload_move_target():
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var direction = (enemy.player_last_seen - enemy.global_position).normalized()
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var direction = (character.player_last_seen - character.global_position).normalized()
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move_target = direction * retreat_distance
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enemy.nav_agent.set_target_position(move_target)
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character.nav_agent.set_target_position(move_target)
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func reload():
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if !reload_sound.is_playing():
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enemy.ammo += 1
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character.ammo += 1
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reload_sound.play()
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func finished_reload():
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servo_sound.play()
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if enemy.is_player_visible():
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if character.is_player_visible():
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Transitioned.emit(self,"attack")
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else:
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Transitioned.emit(self,"search") #fix to search when it works
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