major rework on pickups, hud now shows the number and icon of pickup
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@@ -621,17 +621,40 @@ func add_ammo(new_gun,gun_name,ammo_type,max_ammo,start_mags):
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func _on_pick_up_detection_body_entered(body):
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if body.is_in_group("pickup"):
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if body.pickupable:
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body.picked_up()
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if body.is_in_group("weapon_pickup"):
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weapon_pickup_audio.play()
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Input.start_joy_vibration(0,.1,.1,.1)
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if body.is_in_group("item_pickup"):
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pass
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#if body.pickupable:
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#pickup_apply(body.pickup_type,body.ammo_type,body.value)
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if body.is_in_group("weapon_pickup"):
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body.picked_up()
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weapon_pickup_audio.play()
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Input.start_joy_vibration(0,.1,.1,.1)
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func _on_pick_up_magnet_body_entered(body):
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if body.is_in_group("pickup") and body.is_in_group("magnet"):
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body.player_follow = self
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body.collision_shape.disabled = true
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if body.is_in_group("item_pickup") and body.is_in_group("magnet"):
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if body.magnetable == true:
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body.player_follow = self
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body.player = self
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body.collision_shape.disabled = true
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func pickup_apply(type,ammo_type,value):
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pickup_sound.play()
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Input.start_joy_vibration(0,.1,.1,.1)
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hud.pick_up_notif(type,ammo_type,value)
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match type:
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0: #AMMO
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if ammo_reserve.has(str(ammo_type)):
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ammo_reserve[str(ammo_type)] += value
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else:
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ammo_reserve[str(ammo_type)] = value
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1: #STAMINA
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remaining_stamina = clamp(remaining_stamina + value,0,100)
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2: #HEALTH
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level_control.health += value
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3: #MONEY
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level_control.money += value
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func weapon_tilt(input_x, delta):
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if !ads:
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