ended gun clipping forever
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@@ -199,6 +199,7 @@ func _physics_process(delta):
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if !dead and !level_control.paused:
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# Add the gravity.
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if is_on_floor():
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double_jump = true
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@@ -367,8 +368,11 @@ func _physics_process(delta):
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# Gun folding out of the way
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if gun_ray.is_colliding():
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weapon_holder.rotation = lerp(weapon_holder.rotation, Vector3(2, -1, -1), delta * 7)
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weapon_holder.position = lerp(weapon_holder.position, Vector3(-.02,-.1,.06),(delta * 7))
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var distance_to_wall = 1 - (gun_ray.global_position.distance_to(gun_ray.get_collision_point()) / abs(gun_ray.target_position.z))
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var rotation_target = lerp(weapon_holder.rotation, Vector3(2, -1, -1), distance_to_wall)
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var position_target = lerp(weapon_holder.position, Vector3(-.02,-.1,.06),distance_to_wall)
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weapon_holder.rotation = lerp(weapon_holder.rotation, rotation_target, delta * 7)
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weapon_holder.position = lerp(weapon_holder.position, position_target, delta * 7)
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gun_folded = true
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elif !gun_ray.is_colliding():
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weapon_holder.rotation = lerp(weapon_holder.rotation, weapon_holder_start_rot,delta*7)
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@@ -526,7 +530,6 @@ func ladder_collide():
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else:
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gravity = default_gravity
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## VARIOUS ACTIONS
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func flashlight_toggle():
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if flashlight_on:
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@@ -540,9 +543,9 @@ func aim_down_sights(delta):
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if gun.ads == true:
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camera.fov = lerp(camera.fov,BASE_FOV - float(gun.fov_zoom_amt),(delta * 5)/Engine.time_scale)
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gun.position = lerp(gun.position,ADS_POS,delta * 10 / Engine.time_scale)
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else:
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gun.position = lerp(gun.position, weapon_start_pos,delta * 2)
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camera.fov = lerp(camera.fov,BASE_FOV - float(gun.fov_zoom_amt),(delta * 5)/Engine.time_scale)
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else:
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gun.position = lerp(gun.position, weapon_start_pos,delta * 2)
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camera.fov = lerp(camera.fov,BASE_FOV - float(gun.fov_zoom_amt),(delta * 5)/Engine.time_scale)
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func grab_moveable(body):
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holster_gun(true)
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