reversed tubes on the hub, other hub world tweaks
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@@ -1,8 +1,6 @@
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extends Node3D
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@export var jump_amount = 20
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@export var stamina_replenish = true
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@export var ammo_amount = 20
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@onready var jump_sound = $JumpSound
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var can_jump = false
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@@ -1,7 +1,6 @@
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extends Area3D
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func _on_body_exited(body: Node3D) -> void:
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print("PLAYER OUT OF BOUNDS")
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var level_control = get_tree().current_scene
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if level_control.gamemode.die_on_leaving_bounds == true:
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get_tree().current_scene.die()
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@@ -51,8 +51,8 @@ func damage(body):
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body.add_marker(collision_raycast_3d.get_collision_point(),collision_raycast_3d.global_rotation)
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#start leaking effect
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if body.is_in_group("leak") and body.water_leak != null:
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add_normal_decal(body,body.water_leak)
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#if body.is_in_group("leak") and body.water_leak != null:
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#add_normal_decal(body,body.water_leak)
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#break breakables
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if body.is_in_group("breakable"):
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@@ -268,5 +268,5 @@ func load_resource_path(array):
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else:
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return []
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func shot_fired():
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func shot_fired(variable):
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GameGlobals.shots_fired += null_data_check(GameGlobals.shots_fired, 1)
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@@ -8,7 +8,7 @@ var timer_active = false
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var active = true
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var index : int
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const SCENE_SPAWN_OFFSET = Vector3(0,-150,0)
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const SCENE_SPAWN_OFFSET = Vector3(0,400,0)
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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@@ -25,10 +25,7 @@ func _on_body_entered(body: Node3D) -> void:
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if active and timer_active:
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active = false
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var scene = load(level_info["level_path"]).instantiate()
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if scene.sky_type != null:
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SignalBus.emit_signal("update_sky",scene.sky_type)
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get_tree().current_scene.add_child(scene)
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scene.global_position = global_position + SCENE_SPAWN_OFFSET
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@@ -1,7 +1,6 @@
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extends StaticBody3D
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@export var remove_targets_on_reload = false
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@onready var ray_cast_3d: RayCast3D = $RayCast3D
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const TARGET_MARKER = preload("res://assets/target_marker.tscn")
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