tweaked bullet and pick up method
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@@ -759,7 +759,6 @@ health_drop_enabled = false
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[node name="Player" parent="." instance=ExtResource("9_3usor")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.137423, 1.78365, 12.8627)
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AUDIO = false
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_b2qms")
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@@ -10,7 +10,7 @@ height = 0.121962
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radius = 0.0314789
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[node name="casing_2" type="RigidBody3D" groups=["scene_rigidbody", "spawned"]]
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collision_layer = 32
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collision_layer = 0
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collision_mask = 37
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mass = 0.1
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continuous_cd = true
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@@ -4,7 +4,7 @@
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[ext_resource type="AudioStream" uid="uid://wd061pl0d7rl" path="res://assets/Audio/deep-low-explosion-SBA-300054677.wav" id="2_ddmln"]
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[ext_resource type="Texture2D" uid="uid://dmyn4eq2r12ue" path="res://assets/Models/spider1.albedoRAW.png" id="3_81mhs"]
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[ext_resource type="Texture2D" uid="uid://dqhke14ulten2" path="res://assets/Models/spider1.roughnessRAW.png" id="4_ahnbu"]
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[ext_resource type="Texture2D" uid="uid://r7awur11yerj" path="res://assets/Models/spider1.gunbarrel.albedo.png" id="4_pb8pm"]
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[ext_resource type="Texture2D" uid="uid://b4s3w1qnqcmgq" path="res://assets/Models/spider1.gunbarrel.albedo.png" id="4_pb8pm"]
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[ext_resource type="Texture2D" uid="uid://c54kwbix1mo58" path="res://assets/Models/spider1.turret.png" id="5_hogev"]
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[ext_resource type="Texture2D" uid="uid://cvi0upsh0e1mu" path="res://assets/Models/spider1.turret.roughness1.png" id="6_0fxbp"]
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@@ -257,7 +257,7 @@ points = PackedVector3Array(0.0373867, 0.506736, 0.264769, -0.356717, -0.359168,
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script = ExtResource("1_frf2k")
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audio_explode = NodePath("Audio/Die")
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[node name="RigidBody3D" type="RigidBody3D" parent="." groups=["scene_rigidbody"]]
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[node name="RigidBody3D" type="RigidBody3D" parent="." groups=["moveable", "scene_rigidbody"]]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.00161432, 1.77527, -0.0469466)
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collision_layer = 32
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collision_mask = 37
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@@ -288,7 +288,7 @@ draw_pass_1 = SubResource("BoxMesh_00qq1")
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stream = ExtResource("2_ddmln")
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volume_db = 10.0
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[node name="body" type="RigidBody3D" parent="." groups=["scene_rigidbody"]]
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[node name="body" type="RigidBody3D" parent="." groups=["moveable", "scene_rigidbody"]]
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collision_layer = 32
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collision_mask = 37
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mass = 30.0
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@@ -1,7 +1,6 @@
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[gd_scene load_steps=26 format=3 uid="uid://drwae3loscbw7"]
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[gd_scene load_steps=25 format=3 uid="uid://drwae3loscbw7"]
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[ext_resource type="Script" path="res://scripts/player.gd" id="1_x7wms"]
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[ext_resource type="PackedScene" uid="uid://dcmno6wafk5hg" path="res://assets/dead_player.tscn" id="2_4hoys"]
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[ext_resource type="Script" path="res://scripts/recoil.gd" id="3_405jc"]
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[ext_resource type="FontFile" uid="uid://d2h2tjhxiv5wo" path="res://assets/fonts/White On Black.ttf" id="3_mbuvp"]
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[ext_resource type="Script" path="res://scripts/AmmoCounter.gd" id="4_8cy44"]
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@@ -69,7 +68,6 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.11359, 0)
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collision_layer = 6
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collision_mask = 11
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script = ExtResource("1_x7wms")
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dead_player = ExtResource("2_4hoys")
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SENSITIVITY = 0.008
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BOB_AMP = 0.085
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weapon_holder = NodePath("Head/Recoil/Camera3D/WeaponHolder")
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@@ -166,7 +164,7 @@ texture = ExtResource("6_5m60e")
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script = ExtResource("7_pnp4a")
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[node name="BulletRay" type="RayCast3D" parent="Head/Recoil/Camera3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.462246)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, -0.487738)
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target_position = Vector3(0, 0, -200)
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collision_mask = 5
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collide_with_areas = true
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@@ -34,38 +34,35 @@ func _physics_process(delta):
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if distance_from_player.length() > 1.5:
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visible = true
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func _on_body_entered(body: Node) -> void:
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if !body.is_in_group("player") and bullet_active:
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print("BODY HIT - " + str(body))
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#Break Breakable Objects
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if body.is_in_group("breakable"):
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body.breaking(linear_velocity)
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if body.is_in_group("switch"):
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body.hit()
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if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
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#Bullet Hole Effect
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ray.get_collider().add_child(instance_bullethole)
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instance_bullethole.global_transform.origin = ray.get_collision_point()
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if (abs(ray.get_collision_normal().y) > 0.99):
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
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else:
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
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#Hit Enemies
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if ray.get_collider().is_in_group("enemy_target"):
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hit_indicator.play()
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enemy_particles.emitting = true
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SignalBus.emit_signal("enemy_hit")
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ray.get_collider().hit(bullet_damage)
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if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
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mesh.visible = false
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bullet_active = false
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particles.emitting = true
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await get_tree().create_timer(1).timeout
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ray.enabled = false
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#bullethole effect
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ray.get_collider().add_child(instance_bullethole)
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instance_bullethole.global_transform.origin = ray.get_collision_point()
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if (abs(ray.get_collision_normal().y) > 0.99):
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal(), Vector3(0,0,1))
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else:
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instance_bullethole.look_at(ray.get_collision_point() + ray.get_collision_normal())
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if ray.get_collider().is_in_group("switch"):
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ray.get_collider().hit()
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#move rigidbodies
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if ray.get_collider().is_in_group("scene_rigidbody"):
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ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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if ray.get_collider().is_in_group("breakable"):
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var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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ray.get_collider().breaking(current_velocity)
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if ray.get_collider().is_in_group("enemy_target"):
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hit_indicator.play()
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enemy_particles.emitting = true
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ray.get_collider().hit(bullet_damage)
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await get_tree().create_timer(1.0).timeout
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queue_free()
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@@ -26,7 +26,6 @@ var rng = RandomNumberGenerator.new()
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@export_group("Game Settings")
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@export var AUDIO = true
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@export var dead_player : Resource
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@export_group("Player Movement")
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@export var DASH_STAM_REQ = 10
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@@ -50,7 +49,7 @@ var start_sensitivity
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#@export
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var gun : Node
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@onready var dead_player : Resource = load("res://assets/dead_cam.tscn")
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@onready var pause_menu: Control = $Head/Recoil/Camera3D/PauseMenu
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@onready var gun_ray = $Head/Recoil/Camera3D/GunRay
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@onready var level_control = get_tree().current_scene
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@@ -80,6 +79,7 @@ var held_item_linear_damp_cache
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var held_item_angular_damp_cache
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var held_item_gravity_cache
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var held_item_mass_cache
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var held_item_rotation = Vector3(0,0,0)
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# Slow Down Variables
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var remaining_stamina = MAX_STAMINA
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@@ -298,15 +298,22 @@ func _physics_process(delta):
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#Weapon Swap Up
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if Input.is_action_just_pressed("scroll_up") and !gun.anim_player.is_playing():
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if level_control.held_guns.size() > 1:
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gun.anim_player.play("swap_out")
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level_control.gun_spawn(level_control.current_gun_index + 1)
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if held_item == null:
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if level_control.held_guns.size() > 1:
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gun.anim_player.play("swap_out")
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level_control.gun_spawn(level_control.current_gun_index + 1)
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else:
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held_item_rotation.y += deg_to_rad(45)
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#Weapon Swap Down
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if Input.is_action_just_pressed("scroll_down") and !gun.anim_player.is_playing():
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if level_control.held_guns.size() > 1:
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gun.anim_player.play("swap_out")
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level_control.gun_spawn(level_control.current_gun_index - 1)
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if held_item == null:
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if level_control.held_guns.size() > 1:
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gun.anim_player.play("swap_out")
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level_control.gun_spawn(level_control.current_gun_index - 1)
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else:
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held_item_rotation.y -= deg_to_rad(45)
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# Weapon Swap Number 1
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if Input.is_action_just_pressed("numb_1") and !gun.anim_player.is_playing():
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weapon_select(0)
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@@ -328,7 +335,8 @@ func _physics_process(delta):
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if held_item != null:
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var held_force_dir = moveable_holder.global_position - held_item.global_position
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held_item.set_constant_force(held_force_dir * 30)
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#held_item.rotation = lerp(held_item.rotation, rotation, delta)
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held_item.rotation = lerp(held_item.rotation, held_item_rotation, delta)
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print("HELD ITEM ROTATION " + str(rad_to_deg(held_item_rotation.y)))
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#break when moved too far away
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var distance_from_player = abs(self.global_position - held_item.global_position)
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@@ -353,6 +361,8 @@ func _physics_process(delta):
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if interact_ray.get_collider().is_in_group("scene_rigidbody"):
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kick_audio.play()
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interact_ray.get_collider().linear_velocity += transform.basis * Vector3(0,0,-KICK_AMOUNT)
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if held_item != null:
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release_moveable()
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@@ -435,7 +445,7 @@ func toggle_hud(hud_on):
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func grab_moveable(body):
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moveable_holder.global_position = body.global_position
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held_item = body
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held_item_rotation = body.rotation
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#cache rigidbody settings
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held_item_linear_damp_cache = body.linear_damp
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held_item_angular_damp_cache = body.angular_damp
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@@ -449,6 +459,7 @@ func grab_moveable(body):
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held_item.gravity_scale = 0
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func release_moveable():
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held_item_rotation = Vector3(0,0,0)
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held_item.gravity_scale = held_item_gravity_cache
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held_item.linear_damp = held_item_linear_damp_cache
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held_item.angular_damp = held_item_angular_damp_cache
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