tweaks and improvements to the tracking pistol
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@@ -133,8 +133,11 @@ func fire():
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func tracker_checker(_delta):
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if player.bullet_ray.is_colliding():
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var spawn_loc = player.bullet_ray.get_collision_point()
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var distance_to_point = self.global_position.distance_to(spawn_loc)
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var scale_adjusted = distance_to_point/5
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tracker_check_mesh.global_transform.origin = spawn_loc
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tracker_check_mesh.global_rotation = Vector3(0,0,0)
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tracker_check_mesh.scale = Vector3(scale_adjusted,scale_adjusted,scale_adjusted)
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if check_track == true and Input.is_action_just_released("shoot"):
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fire_tracker()
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check_track = false
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@@ -155,10 +158,11 @@ func fire_tracker():
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func remove_tracker():
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if tracker != null:
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tracker.remove()
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tracker = null
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func reload():
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if tracker != null:
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remove_tracker()
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anim_player.play("remove_tracker")
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else:
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if level_control.ammo_current[gun_index] < max_ammo and player.gun.anim_player.get_current_animation() != "reload" and level_control.ammo_reserve[gun_index] > 0:
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anim_player.play("reload")
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