tweaks to oil drum
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@@ -16,7 +16,7 @@ var bullet_active = true
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@onready var enemy_particles = $GPUParticlesEnemy
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@onready var hit_indicator = $Audio/HitIndicator
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@onready var ray: RayCast3D = $RayCast3D
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@onready var water_leak : Resource = preload("res://assets/water_leak.tscn")
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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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@@ -55,6 +55,17 @@ func _physics_process(delta):
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
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instance_bullethole.rotation.z = deg_to_rad(randf_range(0,360))
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# Leaking effect
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if body.is_in_group("leak"):
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var leakspawn = water_leak.instantiate()
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body.add_child(leakspawn)
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leakspawn.global_transform.origin = ray.get_collision_point()
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if (abs(ray.get_collision_normal().y) > 0.99):
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leakspawn.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
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else:
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leakspawn.look_at(ray.get_collision_point() + ray.get_collision_normal())
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leakspawn.rotation.z = deg_to_rad(randf_range(0,360))
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if body.is_in_group("switch"):
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body.hit()
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@@ -8,6 +8,7 @@ extends RigidBody3D
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@onready var leak_audio: AudioStreamPlayer3D = $leak_audio
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@onready var blast_radius_area: Area3D = $BlastRadius
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@onready var radius_shape: CollisionShape3D = $BlastRadius/CollisionShape3D
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@onready var audio_drop: AudioStreamPlayer3D = $audio_drop
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var leak_hp = false
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var blast_amount
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@@ -86,3 +87,9 @@ func explode():
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explosionspawn.transform.basis = self.global_transform.basis
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get_tree().get_root().add_child(explosionspawn)
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queue_free()
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func _on_body_shape_entered(body: Node) -> void:
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audio_drop.play()
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print("BODY")
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if body.get_collision_layer() == 1:
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audio_drop.play()
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