turret tweaks
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@@ -4,7 +4,6 @@ var bullet_speed
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var bullet_drop
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var random_spread_amt
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var bullet_damage
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var instance_bullethole
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var bullet_force_mod = 1.0
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var distance_from_player
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var player
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@@ -16,7 +15,7 @@ var player
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@onready var timer = $Timer
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@onready var gunbullet1 = $gunbullet1/Cylinder
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@onready var hit_indicator = $Audio/HitIndicator
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@export var bullethole : Resource
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var rng = RandomNumberGenerator.new()
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@@ -40,4 +39,21 @@ func _process(delta):
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position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
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rotation.x = clamp(rotation.x - delta * bullet_drop,deg_to_rad(-90),deg_to_rad(90))
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if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
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mesh.visible = false
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ray.enabled = false
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#bullethole effect
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var instance_bullethole = bullethole.instantiate()
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ray.get_collider().add_child(instance_bullethole)
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instance_bullethole.global_transform.origin = ray.get_collision_point()
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3.UP)
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#move rigidbodies
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if ray.get_collider().is_in_group("scene_rigidbody"):
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ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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if ray.get_collider().is_in_group("breakable"):
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var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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ray.get_collider().breaking(current_velocity)
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