level bounds now don't error out on save/quit
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@@ -37,7 +37,7 @@ ssr_enabled = true
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ssao_enabled = true
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ssil_enabled = true
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sdfgi_enabled = true
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sdfgi_energy = 3.0
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sdfgi_energy = 2.0
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glow_enabled = true
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glow_intensity = 2.0
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fog_mode = 1
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@@ -60,15 +60,7 @@ func _ready():
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else:
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refresh_scene()
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#Spawn Crown
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if GameGlobals.last_hit_path:
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var crown_spawn = CROWN.instantiate()
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var crown_target = get_node(GameGlobals.last_hit_path)
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if crown_target:
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crown_target.add_child(crown_spawn)
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crown_spawn.position = Vector3(0,2,0)
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if crown_target.is_in_group("enemy"):
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crown_target.loot_amount = 10
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spawn_crown()
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#global randomize function
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randomize()
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@@ -104,7 +96,17 @@ func _ready():
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func refresh_scene():
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GameGlobals.health = gamemode.start_health
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func spawn_crown():
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#Spawn Crown
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if GameGlobals.last_hit_path:
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var crown_spawn = CROWN.instantiate()
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var crown_target = get_node(GameGlobals.last_hit_path)
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if crown_target:
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crown_target.add_child(crown_spawn)
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crown_spawn.position = Vector3(0,2,0)
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if crown_target.is_in_group("enemy"):
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crown_target.loot_amount = 10
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func gun_spawn(index):
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@@ -5,6 +5,8 @@ var level_collision_shapes : Array[CollisionShape3D]
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var check_collision = true
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func _ready() -> void:
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SignalBus.player_exiting_tree.connect(player_exiting_tree)
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for i in get_children():
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if i is CollisionShape3D:
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level_collision_shapes.append(i)
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@@ -18,8 +20,10 @@ func _on_body_exited(body: Node3D) -> void:
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body.global_position = body.last_ground_pos + Vector3(0,10,0)
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func toggle_collision(collision_state):
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print("COLLISION STATE: ",collision_state)
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check_collision = collision_state
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if level_collision_shapes != null and level_collision_shapes != []:
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for i in level_collision_shapes:
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i.disabled = collision_state
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func player_exiting_tree():
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toggle_collision(false)
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@@ -138,7 +138,6 @@ var controlled_elsewhere = false
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@onready var motion_lines: ColorRect = $Head/Recoil/Camera3D/MotionLines
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@onready var moveable_holder: Node3D = $Head/Recoil/Camera3D/MoveableHolder
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@onready var stand_check: RayCast3D = $StandCheck
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@onready var r_hand_test: MeshInstance3D = $Head/Recoil/Camera3D/WeaponHolder/RHandTest
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@onready var enemy_killed_audio: AudioStreamPlayer = $Audio/EnemyKilled
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@onready var footstep_sound: AudioStreamPlayer3D = $Audio/FootstepSound
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@onready var standing_collision: CollisionShape3D = $StandingCollision
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@@ -18,7 +18,7 @@ func change_sun():
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sun.rotation.x = sun_details["angle"]
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sun.rotation.y = north_offset
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sun.light_energy = sun_details["energy"]
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moon.light_energy = (2 - sun_details["energy"]) * .5
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moon.light_energy = (2 - sun_details["energy"]) * .25
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func sun_angle_from_time():
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var time_dict = Time.get_time_dict_from_system()
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@@ -21,6 +21,9 @@ func _on_body_entered(body: Node3D) -> void:
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scene_holder.add_child(scene)
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scene.global_position = global_position + SCENE_SPAWN_OFFSET
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var level_control = get_tree().current_scene
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level_control.spawn_crown()
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entered = true
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if active and entered:
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var spawned_stuff = scene_holder.get_children()
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