minor changes
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@@ -2,6 +2,7 @@ extends Node3D
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@export var player : Node
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@export var money = 250
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@export var gun_1 : Resource
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@export var gun_2 : Resource
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var held_guns = []
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@@ -9,7 +10,6 @@ var ammo_current = [0,0]
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var ammo_reserve = [0,0]
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var guns_dict = {}
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var current_gun_index
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var money = 0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@@ -113,7 +113,7 @@ func shoot(player,delta):
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instance_casing.position = casing_ejector.global_position
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instance_casing.transform.basis = casing_ejector.global_transform.basis
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get_tree().get_root().add_child(instance_casing)
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player.weapon_recoil()
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player.weapon_recoil(delta)
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if fire_mode != 0:
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cycle_count -= 1
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@@ -48,6 +48,7 @@ var recoiling_fade = 0
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var bullet_destination
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var gun_fire_pitch_starting
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var current_weapon_index
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var recoiling = false
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# Slow Down Variables
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const SLOWSPEED = .2
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@@ -172,8 +173,8 @@ func _physics_process(delta):
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# Gun folding out of the way
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if gun_ray.is_colliding() and !gun_ray.get_collider().is_in_group("player"):
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#check distance to wall later ?
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gun.rotation = lerp(gun.rotation, Vector3(1, 1, -.25), delta * 10)
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gun.position = lerp(gun.position, Vector3(gun.start_position.x-.25,gun.start_position.y +.2,gun.start_position.z +.6),(delta*10))
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gun.rotation = lerp(gun.rotation, Vector3(1, -1, -.25), delta * 10)
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gun.position = lerp(gun.position, Vector3(gun.start_position.x+.25,gun.start_position.y +.2,gun.start_position.z +.6),(delta*10))
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gun_folded = true
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elif !gun_ray.is_colliding():
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gun.rotation = lerp(gun.rotation, gun.start_rotation,delta*7)
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@@ -201,6 +202,7 @@ func _physics_process(delta):
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if Input.is_action_just_pressed("escape"):
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get_tree().quit()
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move_and_slide()
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weapon_tilt(input_dir.x, delta)
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weapon_sway(delta)
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@@ -264,7 +266,7 @@ func _on_pick_up_detection_body_entered(body):
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var weapon_id = level_control.held_guns.size() - 1
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gun.anim_player.play("swap_out")
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level_control.gun_spawn(weapon_id)
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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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@@ -290,6 +292,6 @@ func weapon_bob(vel : float, delta):
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weapon_holder.position.y = lerp(weapon_holder.position.y, def_weapon_holder_pos.y, .1 * delta)
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weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x, .1 * delta)
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func weapon_recoil():
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func weapon_recoil(delta):
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var recoil_to = camera.rotation.x + gun.recoil_amount
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camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(60))
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@@ -155,7 +155,7 @@ func fire(delta):
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instance_bullet.player = player
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instance_bullet.instance_bullethole = bullethole.instantiate()
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get_tree().get_root().add_child(instance_bullet)
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player.weapon_recoil()
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player.weapon_recoil(delta)
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chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(60))
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@@ -24,6 +24,7 @@ func interact():
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if level_control.money >= item_price:
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level_control.money -= item_price
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anim_player.play("vend")
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label_3d.text = "vending..."
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else:
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var original_text = label_3d.text
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label_3d.text = "too poor"
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