revolver casings now spawn with animation rotation
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@@ -16,17 +16,7 @@ func _ready():
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level_control.particle_number += 1
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particle_number = level_control.particle_number
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if random_rotation == true:
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var lv_x = rng.randf_range(5.0,7.0)
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var lv_y = rng.randf_range(0.0,3.0)
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var lv_z = rng.randf_range(0.0,2.0)
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var av_x = rng.randf_range(-50.0,50.0)
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var av_y = rng.randf_range(-50.0,50.0)
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var av_z = rng.randf_range(-50.0,50.0)
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linear_velocity += transform.basis * Vector3(lv_x, lv_y, lv_z) + player_velocity
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angular_velocity += transform.basis * Vector3(av_x,av_y,av_z)
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func _process(delta):
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#once max particles reached delete from scene
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@@ -1135,10 +1135,16 @@ tracks/3/path = NodePath(".")
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tracks/3/interp = 1
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tracks/3/loop_wrap = true
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tracks/3/keys = {
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"times": PackedFloat32Array(0.31, 1.4),
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"transitions": PackedFloat32Array(1, 1),
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"times": PackedFloat32Array(0.22, 0.29, 0.31, 1.4),
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"transitions": PackedFloat32Array(1, 1, 1, 1),
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"values": [{
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"args": [],
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"method": &"mark_anim_rot"
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}, {
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"args": [],
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"method": &"mark_anim_rot"
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}, {
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"args": [],
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"method": &"spawn_revolver_casings"
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}, {
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"args": [],
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@@ -1356,11 +1362,12 @@ _data = {
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&"swap_out": SubResource("Animation_nvmxj")
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}
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[node name="revolver1" type="Node3D" node_paths=PackedStringArray("anim_player", "barrel_ray", "audio_fire", "audio_empty", "audio_reload", "casing_array", "chamber")]
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[node name="revolver1" type="Node3D" node_paths=PackedStringArray("anim_player", "anim_rot_body", "barrel_ray", "audio_fire", "audio_empty", "audio_reload", "casing_array", "chamber")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0718293, 0)
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script = ExtResource("2_boy4r")
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weapon_info = ExtResource("3_oxh61")
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anim_player = NodePath("AnimationPlayer")
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anim_rot_body = NodePath("revolver1")
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barrel_ray = NodePath("revolver1/RayCastBarrel")
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audio_fire = NodePath("Audio/Fire")
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audio_empty = NodePath("Audio/Empty")
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