fixed revolver setup so that it only populates owned casings
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@@ -57,6 +57,8 @@ func _ready():
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cycle_count_start = 3
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cycle_count = cycle_count_start
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ready_revolver_casings()
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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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@@ -170,6 +172,15 @@ func spawn_casing():
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instance_casing.player_velocity = player.velocity * transform.basis
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get_tree().get_root().add_child(instance_casing)
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func ready_revolver_casings():
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if casing_array != []:
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#hide all casings
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for i in casing_array:
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i.visible = false
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#add back ones in gun
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for i in range(GameGlobals.gun_ammo[weapon_info.gun_name]):
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casing_array[i].visible = true
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func spawn_revolver_casings():
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if casing_array.size() > 0:
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var ammo_needed = weapon_info.max_ammo - GameGlobals.gun_ammo[weapon_info.gun_name]
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