reloading works and returns to idle. still need to fix idle scanning
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@@ -8,7 +8,7 @@ var last_enemy : bool = false
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@export var start_health = 3
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@export var SPEED = 3.0
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@export var turret_look_speed = 6
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@export var max_ammo = 5
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@export var max_ammo = 10
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@export var loot_amount = 2
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@export var nav_agent : NavigationAgent3D
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@@ -55,7 +55,8 @@ $body/leg4/foot4/foot4outline,
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$body/leg4/leg4outline,
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$body/bodyoutline]
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@onready var health_bar_sprite: Sprite3D = $HealthBarSprite
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@onready var servo_audio: AudioStreamPlayer3D = $AUIDO/Servo
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@onready var servo_single: AudioStreamPlayer3D = $AUIDO/ServoSingle
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@onready var servo_loop: AudioStreamPlayer3D = $AUIDO/ServoLoop
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var gravity = 9.8
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@@ -73,6 +74,7 @@ var player_last_seen
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var knocked = false
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var stunned = false
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var health
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var turret_current_moving_speed
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func _ready():
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health = start_health
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@@ -87,6 +89,9 @@ func _ready():
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func _process(delta):
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move_and_slide()
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turret_current_moving_speed = (turret_look_next.rotation - turret_look.rotation).length()
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#if turret_current_moving_speed > 1:
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#servo_single.play()
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func stun():
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@@ -106,9 +111,3 @@ func save():
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"health" : health
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}
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return save_dict
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func _on_area_3d_body_entered(body: Node3D) -> void:
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pass # Replace with function body.
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func _exit_tree() -> void:
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get_parent().enemies.erase(self)
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