brought back drops on all enemy deaths
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@@ -11,7 +11,7 @@ config_version=5
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[application]
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[application]
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config/name="First Person Test"
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config/name="First Person Test"
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run/main_scene="res://assets/blockout_2.tscn"
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run/main_scene="res://scenes/test_level_2v2.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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@@ -7,6 +7,7 @@ extends Node
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@export_enum("Silver", "Gold", "Special") var key_type: int
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@export_enum("Silver", "Gold", "Special") var key_type: int
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@export var special_key_name : String
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@export var special_key_name : String
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@export_group("Item Drops")
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@export_group("Item Drops")
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@export var number_of_drops = 5
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@export var ammo_drop_enabled = true
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@export var ammo_drop_enabled = true
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@export var stamina_drop_enabled = true
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@export var stamina_drop_enabled = true
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@export var health_drop_enabled = true
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@export var health_drop_enabled = true
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@@ -54,7 +55,7 @@ func _process(delta):
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# loot on last enemy
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# loot on last enemy
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if enemies.size() == 1:
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if enemies.size() == 1:
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for i in enemies:
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for i in enemies:
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i.loot_amount = 20 #assign loot to the last enemy drop from this section
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i.loot_amount = number_of_drops #assign loot to the last enemy drop from this section
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i.last_enemy = true
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i.last_enemy = true
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else:
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else:
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enemy_in_room_killed()
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enemy_in_room_killed()
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@@ -3,11 +3,11 @@ extends CharacterBody3D
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signal last_enemy_dead()
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signal last_enemy_dead()
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var player
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var player
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var loot_amount = 0
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var last_enemy : bool = false
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var last_enemy : bool = false
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@export var health = 3
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@export var health = 3
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@export var SPEED = 3.0
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@export var SPEED = 3.0
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@export var loot_amount = 2
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const MAX_LV = 10
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const MAX_LV = 10
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const MAX_AV = 10
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const MAX_AV = 10
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