tweaks to mac 10 and gun look control
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@@ -748,7 +748,7 @@ audio_empty = NodePath("Audio/Empty")
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audio_reload = NodePath("Audio/Reload")
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audio_reload = NodePath("Audio/Reload")
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[node name="mac10" type="MeshInstance3D" parent="."]
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[node name="mac10" type="MeshInstance3D" parent="."]
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transform = Transform3D(0.00547455, 0.00277349, -0.299937, -0.0256886, 0.298889, 0.00229492, 0.298848, 0.0256413, 0.00569177, -0.0109618, 0.0121364, 9.31208e-05)
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transform = Transform3D(0.00547455, 0.00277349, -0.299937, -0.0256886, 0.298889, 0.00229493, 0.298848, 0.0256413, 0.00569177, -0.0109618, 0.0121364, 9.31208e-05)
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cast_shadow = 0
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cast_shadow = 0
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lod_bias = 10.0
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lod_bias = 10.0
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mesh = SubResource("ArrayMesh_pcg38")
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mesh = SubResource("ArrayMesh_pcg38")
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@@ -223,7 +223,7 @@ collision_mask = 105
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collide_with_areas = true
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collide_with_areas = true
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[node name="GunLookTarget" type="Marker3D" parent="Head/Recoil/Camera3D/BulletRay"]
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[node name="GunLookTarget" type="Marker3D" parent="Head/Recoil/Camera3D/BulletRay"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.265447, 0, -4.48192)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -4.482)
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[node name="InteractRay" type="RayCast3D" parent="Head/Recoil/Camera3D"]
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[node name="InteractRay" type="RayCast3D" parent="Head/Recoil/Camera3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.00322104, -0.0232438)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.00322104, -0.0232438)
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@@ -41,4 +41,4 @@ func load_leaderboard_data():
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print("Failed to load document from Firebase")
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print("Failed to load document from Firebase")
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func get_leaderboard_name():
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func get_leaderboard_name():
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return "leaderboard_" + str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id])
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return str(GameGlobals.all_user_leaderboards[GameGlobals.user_id][GameGlobals.last_leaderboard_id]) + "_leaderboard"
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@@ -697,6 +697,7 @@ func weapon_tilt(input_x, delta):
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func weapon_sway(delta):
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func weapon_sway(delta):
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#aim gun at center screen
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#aim gun at center screen
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if gun != null:
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if !gun_ray.is_colliding():
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if !gun_ray.is_colliding():
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gun.look_at(gun_look_target.global_position)
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gun.look_at(gun_look_target.global_position)
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