Removed revolver kickback for now
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@@ -134,7 +134,7 @@ func shoot(delta):
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.pitch_scale = 1 + rng.randf_range(-fire_pitch_scale_amt,fire_pitch_scale_amt)
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audio_fire.play()
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audio_fire.play()
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anim_player.play("shoot") #actual bullet spawn triggered by animation
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anim_player.play("shoot") #actual bullet spawn triggered by animation
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player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
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#knocks player back, use on bigger guns player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
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if fire_mode != 0:
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if fire_mode != 0:
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cycle_count -= 1
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cycle_count -= 1
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