fixed revolver with new weapon script
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File diff suppressed because one or more lines are too long
@@ -1356,7 +1356,7 @@ _data = {
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"swap_out": SubResource("Animation_nvmxj")
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}
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[node name="revolver1" type="Node3D" node_paths=PackedStringArray("anim_player", "barrel_ray", "audio_fire", "audio_empty", "audio_reload", "casing_array", "chamber")]
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[node name="revolver1" type="Node3D" node_paths=PackedStringArray("anim_player", "barrel_ray", "audio_fire", "audio_empty", "audio_reload", "casing_array", "bullet_array", "chamber")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0718293, 0)
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script = ExtResource("2_boy4r")
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weapon_info = ExtResource("3_oxh61")
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@@ -1366,6 +1366,7 @@ audio_fire = NodePath("Audio/Fire")
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audio_empty = NodePath("Audio/Empty")
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audio_reload = NodePath("Audio/Reload")
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casing_array = [NodePath("revolver1/Chamber/RayCastCasing1"), NodePath("revolver1/Chamber/RayCastCasing2"), NodePath("revolver1/Chamber/RayCastCasing3"), NodePath("revolver1/Chamber/RayCastCasing4"), NodePath("revolver1/Chamber/RayCastCasing5"), NodePath("revolver1/Chamber/RayCastCasing6")]
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bullet_array = [NodePath("revolver1/Chamber/bullet"), NodePath("revolver1/Chamber/bullet_001"), NodePath("revolver1/Chamber/bullet_002"), NodePath("revolver1/Chamber/bullet_003"), NodePath("revolver1/Chamber/bullet_004"), NodePath("revolver1/Chamber/bullet_005")]
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chamber = NodePath("revolver1/Chamber")
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[node name="revolver1" type="MeshInstance3D" parent="."]
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@@ -1478,13 +1479,14 @@ mesh = SubResource("ArrayMesh_0w43n")
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skeleton = NodePath("")
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[node name="Trigger" type="MeshInstance3D" parent="revolver1"]
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transform = Transform3D(-0.86282, -0.50551, 1.82994e-06, 0, -3.61999e-06, -1, 0.50551, -0.86282, 3.1234e-06, 0.226752, 0, -0.00209358)
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transform = Transform3D(0.207537, -0.978227, 3.54117e-06, 0, -3.61999e-06, -1, 0.978227, 0.207537, -7.51281e-07, 0.226752, 0, -0.00209358)
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cast_shadow = 0
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mesh = SubResource("ArrayMesh_ahftj")
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skeleton = NodePath("")
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[node name="flare" type="MeshInstance3D" parent="revolver1"]
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transform = Transform3D(-2.72424e-08, 0.381822, -1.11212e-08, 6.77626e-21, -1.66903e-08, -0.254424, -0.623234, -1.669e-08, 4.86124e-16, -0.109069, 0.0424353, -2.70625)
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visible = false
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transparency = 1.0
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cast_shadow = 0
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mesh = SubResource("ArrayMesh_t14cq")
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@@ -1504,7 +1506,7 @@ target_position = Vector3(0, 0, -0.1)
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transform = Transform3D(-4.37114e-08, -1, 0, 1, -4.37115e-08, 0, 0, 0, 1, 0, 0, -1.94881)
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visible = false
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light_color = Color(0.965385, 0.844179, 0.572893, 1)
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light_energy = 20.0
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light_energy = 0.0
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light_projector = ExtResource("3_q41fl")
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light_size = 0.229
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shadow_enabled = true
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@@ -28,3 +28,4 @@ casing = ExtResource("2_7wxcs")
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mag = ExtResource("4_fiujt")
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shotgun_spread = Vector3(0.1, 0.1, 0.1)
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pellets_per_shot = 20
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blast_power = 50.0
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@@ -11,6 +11,7 @@ gun_name = "revolver"
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gun_icon = ExtResource("2_n6mhi")
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path = "res://assets/revolver_1.tscn"
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weapon_type = 0
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reload_type = 1
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bullet = ExtResource("1_53e42")
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fire_mode = 1
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fov_zoom_amt = 0.98
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@@ -18,7 +19,7 @@ ads = false
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recoil_amount = Vector3(0.05, 0.05, 0.05)
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kick_amount = 0.1
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max_ammo = 6
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start_mags = 3
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start_mags = 30
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bullet_damage = 1
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smoke_enabled = false
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bullet_force_mod = 5.0
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@@ -26,3 +27,4 @@ bullet_speed = 1200
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casing = ExtResource("2_ylruw")
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shotgun_spread = Vector3(0.1, 0.1, 0.1)
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pellets_per_shot = 20
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blast_power = 50.0
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@@ -148,8 +148,6 @@ func gun_spawn(index):
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instance_gun.global_transform.origin = player.weapon_spawner.position
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player.gun = instance_gun
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player.def_weapon_holder_pos = player.weapon_holder.position
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instance_gun.gun_index = index
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instance_gun.anim_player.play("swap_in")
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player.weapon_holder.add_child(instance_gun)
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@@ -384,7 +384,7 @@ func _physics_process(delta):
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# Shooting & fire modes
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if Input.is_action_pressed("shoot"):
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if gun != null:
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gun.shoot(delta)
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gun.shoot()
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if Input.is_action_just_released("shoot"):
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if gun != null:
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@@ -4,7 +4,8 @@ class_name weapon_resource
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@export var gun_name : String
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@export var gun_icon : Texture2D
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@export var path : String
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@export_enum("Gun","Melee") var weapon_type = 0
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@export_enum("Projectile","Melee","Tracker") var weapon_type = 0
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@export_enum("Mag","Revolver","Bolt Action") var reload_type = 0
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@export var bullet : bullet_resource
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@export_enum("Auto", "Single", "Burst") var fire_mode: int
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@export var fov_zoom_amt = .98
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@@ -25,3 +26,5 @@ class_name weapon_resource
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@export var pellets_per_shot : int = 20
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@export_group("Rocket Settings")
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@export var blast_power : float = 50.0
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@export_group("Tracker Settings")
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@export var tracker_asset : Resource
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@@ -14,9 +14,12 @@ class_name weapon
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@export var smoke_timer : Timer
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@export_group("Revolver")
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@export var casing_array : Array[RayCast3D]
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@export var bullet_array : Array[MeshInstance3D]
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@export var chamber : Node
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@export_group("Melee")
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@export var melee_collision_shape : Node
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@export_group("Tracker Gun")
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@export var looking_mesh : Node
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@onready var player = get_tree().current_scene.player
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@@ -24,30 +27,31 @@ class_name weapon
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var revolver_chamber_rot_amt = 0
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var casings_chamber_last
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# Tracker vars
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var tracker
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var check_track
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const TRACKER_ASSIGNED_COLOR: Color = Color(0, 0.853, 0, 1)
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const TRACKER_NULL_COLOR :Color = Color(0.743, 0.359, 0, 1)
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var remaining_ammo
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var start_position
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var start_rotation
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var cycle_count_start
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var cycle_count
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var rng = RandomNumberGenerator.new()
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var gun_index
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if weapon_info.weapon_type == 0:
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if weapon_info.weapon_type != 1:
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casings_chamber_last = weapon_info.max_ammo
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if weapon_info.fire_mode == 0:
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cycle_count = 1
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cycle_count_start = 1
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elif weapon_info.fire_mode == 1:
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cycle_count = 1
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cycle_count_start = 1
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elif weapon_info.fire_mode == 2:
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cycle_count = 3
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cycle_count_start = 3
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cycle_count = cycle_count_start
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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@@ -56,8 +60,20 @@ func _process(_delta):
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chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(rot_amount))
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revolver_chamber_rot_amt -= rot_amount
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if weapon_info.weapon_type == 2:
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if tracker != null:
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weapon_info.tracker_asset.tracker_indicator_material.emission = TRACKER_ASSIGNED_COLOR
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if looking_mesh != null:
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looking_mesh.look_at(tracker.global_position)
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else:
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weapon_info.tracker_asset.tracker_indicator_material.emission = TRACKER_NULL_COLOR
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looking_mesh.rotation = lerp(rotation, Vector3(0,0,0), _delta * 4)
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if check_track:
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tracker_checker(_delta)
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func reload_finished():
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match weapon_info.reload_type:
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0:
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if GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] >= weapon_info.max_ammo:
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GameGlobals.gun_ammo[weapon_info.gun_name] += weapon_info.max_ammo
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GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] -= weapon_info.max_ammo
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@@ -66,8 +82,33 @@ func reload_finished():
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GameGlobals.gun_ammo[weapon_info.gun_name] += GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] -= GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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casings_chamber_last = GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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1:
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#if max ammo in reserve fill all the way
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var ammo_needed = weapon_info.max_ammo - GameGlobals.gun_ammo[weapon_info.gun_name]
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func shoot(delta):
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if GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] >= weapon_info.max_ammo:
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GameGlobals.gun_ammo[weapon_info.gun_name] += ammo_needed
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GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] -= ammo_needed
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casings_chamber_last = weapon_info.max_ammo
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for i in casing_array:
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i.visible = true
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for i in bullet_array:
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i.visible = true
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player.reloading = false
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#if not max ammo in reserve add remaining ammo
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else:
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GameGlobals.gun_ammo[weapon_info.gun_name] += GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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var casings_in_chamber = GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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casings_chamber_last = GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] -= GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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while casings_in_chamber > 0:
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casing_array[casings_in_chamber].visible = true
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bullet_array[casings_in_chamber].visible = true
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casings_in_chamber -= 1
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await get_tree().create_timer(.01).timeout
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func shoot():
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if weapon_info.weapon_type == 0:
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if GameGlobals.gun_ammo[weapon_info.gun_name] > 0 and cycle_count > 0:
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if !anim_player.is_playing():
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@@ -88,10 +129,21 @@ func shoot(delta):
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player.recoil.add_gun_recoil(weapon_info.recoil_amount.x)
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SignalBus.emit_signal("shot_fired")
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elif weapon_info.weapon_type == 2:
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if !anim_player.is_playing():
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if tracker == null and Input.is_action_just_pressed("shoot"):
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check_track = true
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weapon_info.tracker_check_mesh.visible = true
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weapon_info.tracker_check_mesh.anim_player.play("check")
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if tracker != null and !check_track:
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anim_player.play("shoot")
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func reload():
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if weapon_info.weapon_type == 0:
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if GameGlobals.gun_ammo[weapon_info.gun_name] < weapon_info.max_ammo and player.gun.anim_player.get_current_animation() != "reload" and GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] > 0:
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#player.reloading = true
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match weapon_info.weapon_type:
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0:
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match weapon_info.reload_type:
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0:
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if GameGlobals.gun_ammo[weapon_info.gun_name] < weapon_info.max_ammo and anim_player.get_current_animation() != "reload" and GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] > 0:
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anim_player.play("reload")
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audio_reload.play()
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if anim_player.is_playing() and anim_player.current_animation == "reload":
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@@ -99,6 +151,10 @@ func reload():
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GameGlobals.gun_ammo[weapon_info.gun_name] = 0
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else:
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GameGlobals.gun_ammo[weapon_info.gun_name] = 1
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1:
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if GameGlobals.gun_ammo[weapon_info.gun_name] < weapon_info.max_ammo and anim_player.get_current_animation() != "reload" and GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] > 0:
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anim_player.play("reload")
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audio_reload.play()
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func spawn_mag():
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var instance_mag = weapon_info.mag.instantiate()
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@@ -119,26 +175,53 @@ func spawn_casing():
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func spawn_revolver_casings():
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if casing_array.size() > 0:
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for i in casing_array:
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i.visible = false
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if casings_chamber_last > 0:
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var ammo_needed = weapon_info.max_ammo - GameGlobals.gun_ammo[weapon_info.gun_name]
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var index = 0
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while index < ammo_needed:
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bullet_array[index].visible = false
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var instance_casing = weapon_info.casing.instantiate()
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instance_casing.position = i.global_position
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instance_casing.position = casing_array[index].global_position
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instance_casing.random_rotation = false
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instance_casing.transform.basis = i.global_transform.basis
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instance_casing.transform.basis = casing_array[index].global_transform.basis
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instance_casing.player_velocity = player.velocity * transform.basis
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instance_casing.rotation.x += deg_to_rad(90)
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instance_casing.linear_velocity.y = -(8 + rng.randf_range(0,3))
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instance_casing.linear_velocity.y = -(8 + randf_range(0,3))
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get_tree().get_root().add_child(instance_casing)
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casings_chamber_last -= 1
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index += 1
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func fire_tracker():
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var instance_tracker = weapon_info.tracker_asset.instantiate()
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get_tree().current_scene.add_child(instance_tracker)
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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 spawn_parent = player.bullet_ray.get_collider()
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if spawn_parent != null:
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spawn_parent.add_child(instance_tracker)
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instance_tracker.global_transform.origin = spawn_loc
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instance_tracker.anim_player.play("mark")
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tracker = instance_tracker
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func tracker_checker(_delta):
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if player.bullet_ray.is_colliding():
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var tracker_check_mesh = weapon_info.tracker_asset.instantiate()
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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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func shotgun_pellet_spawn():
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audio_fire.play()
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var pellets_remaining = weapon_info.pellets_per_shot
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while pellets_remaining > 0:
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var lv_x = rng.randf_range(-weapon_info.shotgun_spread.x,weapon_info.shotgun_spread.x)
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var lv_y = rng.randf_range(-weapon_info.shotgun_spread.y,weapon_info.shotgun_spread.y)
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var lv_x = randf_range(-weapon_info.shotgun_spread.x,weapon_info.shotgun_spread.x)
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var lv_y = randf_range(-weapon_info.shotgun_spread.y,weapon_info.shotgun_spread.y)
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# instance bullet
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var instance_bullet = projectile_initialize()
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instance_bullet.linear_velocity += instance_bullet.transform.basis * Vector3(lv_x, lv_y, -weapon_info.bullet_speed) + player.velocity
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