pickups distributed through level manager. need to fix drop amount
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@@ -239,63 +239,9 @@ func _headbob(time) -> Vector3:
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func _on_pick_up_detection_body_entered(body):
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if body.is_in_group("pickup"):
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if body.pickupType == "stamina":
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pickupmsg = pickup_announce.instantiate()
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pickupmsg.pickuptext = "stamina"
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get_parent().add_child(pickupmsg)
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remaining_stamina += (body.rand_amt/100) * MAX_STAMINA
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pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
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pickup_sound.play()
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body.queue_free()
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elif body.pickupType == "ammo":
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pickupmsg = pickup_announce.instantiate()
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pickupmsg.pickuptext = "ammo"
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get_parent().add_child(pickupmsg)
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level_control.ammo_reserve[level_control.current_gun_index] += clamp(int((body.rand_amt/100) * gun.max_ammo), 1, gun.max_ammo)
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picked_up = true
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picked_up_text = "ammo"
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pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
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pickup_sound.play()
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body.queue_free()
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elif body.pickupType == "money":
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pickupmsg = pickup_announce.instantiate()
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pickupmsg.pickuptext = "$" + str(int(body.rand_amt))
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get_parent().add_child(pickupmsg)
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level_control.money += int(body.rand_amt)
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picked_up = true
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picked_up_text = "ammo"
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pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
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pickup_sound.play()
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body.queue_free()
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elif body.pickupType == "health":
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level_control.health += 1
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picked_up = true
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pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
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pickup_sound.play()
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body.queue_free()
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elif body.pickupType == "jump":
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pickupmsg = pickup_announce.instantiate()
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pickupmsg.pickuptext = "jump"
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get_parent().add_child(pickupmsg)
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double_jump = true
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picked_up = true
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picked_up_text = "double jump"
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pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
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pickup_sound.play()
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body.queue_free()
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elif body.pickupType == "weapon":
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pickup_sound.pitch_scale = 1 + rng.randf_range(-.3,.3)
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pickup_sound.play()
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level_control.held_guns.append(body.gun_resource)
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var instance_gun = body.gun_resource.instantiate()
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level_control.ammo_current.append(instance_gun.max_ammo)
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level_control.ammo_reserve.append(instance_gun.max_ammo * instance_gun.start_mags)
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body.queue_free()
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var weapon_id = level_control.held_guns.size() - 1
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gun.anim_player.play("swap_out")
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level_control.gun_spawn(weapon_id)
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body.picked_up()
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func ladder_collide(is_climbing):
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if is_climbing == true:
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@@ -305,7 +251,7 @@ func ladder_collide(is_climbing):
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func _on_pick_up_magnet_body_entered(body):
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if body.is_in_group("pickup") and body.is_in_group("magnet"):
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body.player = self
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body.player_follow = self
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func weapon_tilt(input_x, delta):
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if weapon_holder:
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