refactored bullet script, broke shotgun pellets which will need to be fixed
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@@ -9,7 +9,6 @@ extends Projectile
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var bounces = 0
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var start_time
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var end_time
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var start_velocity
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const EMISSION_MAX : float = 200
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const EMISSION_LIFETIME : float = 1.75 #in seconds
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@@ -17,39 +16,22 @@ const VELOCITY_REQUIRED_TO_HIT : float = 10
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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visible = false
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start_time = Time.get_ticks_msec()
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end_time = start_time + (EMISSION_LIFETIME * 1000)
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start_velocity = linear_velocity.length()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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var current_time = (Time.get_ticks_msec())/end_time
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material.emission_energy_multiplier = clamp(lerp(EMISSION_MAX,0.0,current_time),0,EMISSION_MAX)
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var distance_from_player = abs(self.global_position - player_position)
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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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bounces += 1
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if bounces >= max_bounces:
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despawn()
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if body != null and !body.is_in_group("player") and linear_velocity.length() >= VELOCITY_REQUIRED_TO_HIT:
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if body.is_in_group("switch"):
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body.hit(bullet_damage)
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if body.has_method("hit") and !body.is_in_group("player"):
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body.hit(1)
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if body.is_in_group("breakable"):
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var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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body.breaking(current_velocity)
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if linear_velocity.length() >= VELOCITY_REQUIRED_TO_HIT:
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damage(body)
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func despawn():
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collision_shape.disabled = true
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