npcs and enemies now inherit from character state
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@@ -8,11 +8,11 @@ func Enter():
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func die():
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drop_loot()
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enemy.visible = false
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character.visible = false
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#remove from parent array
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var particlespawn = enemy.die_particles.instantiate()
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particlespawn.position = enemy.global_position
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particlespawn.transform.basis = enemy.global_transform.basis
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var particlespawn = character.die_particles.instantiate()
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particlespawn.position = character.global_position
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particlespawn.transform.basis = character.global_transform.basis
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for particle in particlespawn.get_children():
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if particle is RigidBody3D:
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particle.linear_velocity += random_av_lv()["linear_velocity"]
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@@ -22,15 +22,15 @@ func die():
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if GameGlobals.last_hit_path == str(get_path()):
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GameGlobals.last_hit_path = null
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SignalBus.emit_signal("enemy_killed",enemy)
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SignalBus.emit_signal("enemy_killed",character)
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func drop_loot():
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var number_of_drops = enemy.loot_amount
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var number_of_drops = character.loot_amount
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#pickup drop
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while number_of_drops > 0:
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var pickup_spawn = enemy.level_control.ITEM_PICKUP.instantiate()
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var item_stats = enemy.level_control.pickup_spawn(false)
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var pickup_spawn = character.level_control.ITEM_PICKUP.instantiate()
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var item_stats = character.level_control.pickup_spawn(false)
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##SET VARIABLES
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pickup_spawn.pickup_type = item_stats["pickup_type"]
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@@ -39,16 +39,16 @@ func drop_loot():
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# Random Item Drop
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pickup_spawn.position = enemy.global_position + Vector3(0,2,0) #added height to spawn location since origin is on the ground
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pickup_spawn.transform.basis = enemy.global_transform.basis
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pickup_spawn.linear_velocity += enemy.global_transform.basis * random_av_lv()["linear_velocity"]
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pickup_spawn.angular_velocity += enemy.global_transform.basis * random_av_lv()["angular_velocity"]
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pickup_spawn.position = character.global_position + Vector3(0,2,0) #added height to spawn location since origin is on the ground
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pickup_spawn.transform.basis = character.global_transform.basis
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pickup_spawn.linear_velocity += character.global_transform.basis * random_av_lv()["linear_velocity"]
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pickup_spawn.angular_velocity += character.global_transform.basis * random_av_lv()["angular_velocity"]
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await get_tree().create_timer(.05).timeout
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get_tree().get_root().add_child(pickup_spawn)
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number_of_drops -= 1
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await number_of_drops <= 0
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enemy.queue_free()
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character.queue_free()
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func random_av_lv():
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var lv_x = randf_range(-MAX_LV,MAX_LV)
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