dead cam and air dash tweaks
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@@ -74,7 +74,7 @@ emission_enabled = true
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emission = Color(0.737886, 0.150238, 0.0835467, 1)
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emission_energy_multiplier = 8.0
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[node name="BulletEnemy" type="Node3D"]
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[node name="BulletEnemy" type="Node3D" groups=["spawned"]]
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script = ExtResource("1_so2e8")
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bullethole = ExtResource("2_8iodt")
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@@ -32,7 +32,7 @@ shadow_color = Color(0, 0, 0, 1)
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size = Vector3(3, 3.58057, 3)
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[sub_resource type="SphereShape3D" id="SphereShape3D_xfie3"]
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radius = 6.0
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radius = 8.0
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[node name="Player" type="CharacterBody3D" node_paths=PackedStringArray("weapon_holder") groups=["player"]]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.11359, 0)
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@@ -2,7 +2,7 @@ extends Node3D
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@export var MOVE_SPEED = 30
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@export var CAMERA_LOOK_SPEED = 40
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@export var CAMERA_LOOK_SPEED = 20
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@export var FOV_CHANGE_SPEED = 40
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@onready var look_ray = $LookRay
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@@ -76,7 +76,7 @@ func _process(delta):
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camera.fov = lerp(camera.fov, 40.0, delta * 5)
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elif respawn == true:
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position = lerp(position,respawn_position,delta * MOVE_SPEED * 1.5)
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position = lerp(position,respawn_position,delta * MOVE_SPEED)
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camera.global_transform.basis = lerp(camera.global_transform.basis,respawn_rotation,delta * CAMERA_LOOK_SPEED * 1.5)
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camera.fov = lerp(camera.fov, respawn_fov, delta * 10)
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if global_position.distance_to(respawn_position) <= .5:
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@@ -30,7 +30,7 @@ func _ready():
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func _physics_process(delta):
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if player_follow != null:
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var float_direction = (player.global_position - self.position)
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self.set_linear_velocity(float_direction * 10)
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self.set_linear_velocity(float_direction * 7)
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func picked_up():
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player.pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
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@@ -166,7 +166,7 @@ func _physics_process(delta):
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camera.fov = lerp(camera.fov, target_fov, delta * 8)
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# Health Indicator
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var health_opacity = 1 - level_control.health / level_control.start_health
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var health_opacity = 1.5 - level_control.health / level_control.start_health
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health_indicator.color = lerp(Color(0.471, 0, 0, 0), Color(0.471, 0, 0, .25),health_opacity)
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# Land sound
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@@ -5,7 +5,7 @@ var player
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@export var number_of_drops = 3
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@export var SPEED = 3.0
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const MAX_LV = 10
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const MAX_LV = 20
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const MAX_AV = 10
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@export var player_path : NodePath
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@@ -118,12 +118,12 @@ func _on_area_3d_body_part_hit(dam,bullet_damage):
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#pickup drop
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while number_of_drops > 0:
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var rand_item = level_control.pickup_spawn()
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var lv_x = rng.randf_range(-MAX_LV,MAX_LV)
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var lv_y = rng.randf_range(0,MAX_LV)
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var lv_z = rng.randf_range(-MAX_LV,MAX_LV)
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var av_x = rng.randf_range(-MAX_AV,MAX_AV)
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var av_y = rng.randf_range(-MAX_AV,MAX_AV)
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var av_z = rng.randf_range(-MAX_AV,MAX_AV)
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var lv_x = randf_range(-MAX_LV,MAX_LV)
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var lv_y = randf_range(0,MAX_LV)
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var lv_z = randf_range(-MAX_LV,MAX_LV)
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var av_x = randf_range(-MAX_AV,MAX_AV)
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var av_y = randf_range(-MAX_AV,MAX_AV)
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var av_z = randf_range(-MAX_AV,MAX_AV)
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# Random Item Drop
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rand_item.position = self.global_position
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