bullet feels better, added spike traps
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@@ -1,7 +1,5 @@
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extends Node3D
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const recoil_amount : Vector3 = Vector3(.5,.1,.1)
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var bullet_speed
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var bullet_drop
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var random_spread_amt
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@@ -43,17 +41,8 @@ func _process(delta):
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if ray.is_colliding() and ray.get_collider() != null:
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if ray.get_collider().is_in_group("player"):
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var player = ray.get_collider()
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var snap_amount = 10
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var speed_amount = 10
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player.level_control.health -= bullet_damage
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player.recoil.add_recoil(recoil_amount,snap_amount,speed_amount)
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if player.level_control.health <= bullet_damage:
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player.level_control.last_hit = fired_by
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player.hurt_audio.play()
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else:
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queue_free()
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ray.get_collider().hit(bullet_damage,fired_by)
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queue_free()
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if ray.is_colliding() and ray.get_collider() != null:
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