more weapon select tweaks, still need to fix the 0 index highlighting issue
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@@ -897,7 +897,6 @@ _data = {
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[node name="BLOCKOUT2Test" type="Node3D" node_paths=PackedStringArray("player")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.016016, 0.0225029, -0.0192337)
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script = ExtResource("1_sbpvn")
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load_save = false
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player = NodePath("Player")
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money = 50
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start_health = 5
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@@ -16,6 +16,4 @@ grow_vertical = 2
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size_flags_horizontal = 4
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size_flags_vertical = 4
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script = ExtResource("1_qygnb")
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outer_radius = 500
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inner_radius = 25
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line_width = 2
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@@ -390,14 +390,14 @@ func _physics_process(delta):
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weapon_select((i - 1))
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if Input.is_action_just_pressed("weapon_select"):
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weapon_select_menu.show()
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weapon_select_menu.open()
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Input.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)
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controlled_elsewhere = true
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gamespeed_controlled = true
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Engine.time_scale = .01
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elif Input.is_action_just_released("weapon_select"):
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var selection = weapon_select_menu.close()
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if selection != null:
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if selection != null and selection != level_control.current_gun_index :
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weapon_select(selection)
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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controlled_elsewhere = false
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@@ -1,14 +1,13 @@
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#@tool
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extends Control
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@export var outer_radius : int = 256
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@export var inner_radius : int = 256
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@export var line_width : int = 4
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@onready var level_control = get_tree().current_scene
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var options = []
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@onready var level_control = get_tree().current_scene
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const outer_radius : int = 500
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const inner_radius : int = 100
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const bkg_color : Color = Color(1, 1, 1, .5)
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const line_color : Color = Color(1,1,1)
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const select_color = Color(1, 1, 1, .5)
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@@ -17,6 +16,10 @@ const IMAGE_SIZE = Vector2(512,512)
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var selection
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func open():
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show()
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update_weapon_list()
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func close():
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hide()
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return selection
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