instancing start gun and assigned ammo to array
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@@ -72,17 +72,6 @@ func _ready():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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start_sensitivity = SENSITIVITY
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#Set up gun variables
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var instance_gun = level_control.gun_1.instantiate()
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instance_gun.global_transform.origin = weapon_spawner.position
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gun = instance_gun
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def_weapon_holder_pos = weapon_holder.position
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ammo = gun.max_ammo
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ammo_reserve = gun.max_ammo * gun.start_mags
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bullet_damage = gun.bullet_damage
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gun_fire_pitch_starting = gun.audio_fire.pitch_scale
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weapon_holder.add_child(instance_gun)
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#turn off audio if unchecked in player
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if AUDIO == false:
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@@ -269,8 +258,8 @@ 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_rotation_amount, 1 * delta)
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weapon_holder.rotation.y = lerp(weapon_holder.rotation.y, mouse_input.x * weapon_rotation_amount, 1 * delta)
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weapon_holder.rotation.x = lerp(weapon_holder.rotation.x, mouse_input.y * weapon_rotation_amount, 5 * delta)
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weapon_holder.rotation.y = lerp(weapon_holder.rotation.y, mouse_input.x * weapon_rotation_amount, 5 * delta)
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#crosshair.position.x = lerp(crosshair.position.x, mouse_input.x * 100, 2 * delta)
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