ammo rework seems to mostly be in order
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@@ -103,14 +103,12 @@ func refresh_scene():
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if gun_1 != null:
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held_guns = [gun_1]
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var instance_gun = held_guns[0].instantiate()
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ammo_current[0] = instance_gun.max_ammo
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ammo_reserve[0] = instance_gun.max_ammo * instance_gun.start_mags
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player.add_ammo(true,instance_gun.gun_name,instance_gun.ammo_type,instance_gun.max_ammo,instance_gun.start_mags)
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if gun_2 != null:
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held_guns.append(gun_2)
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var instance_gun_2 = held_guns[1].instantiate()
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ammo_current.append(instance_gun_2.max_ammo)
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ammo_reserve.append(instance_gun_2.max_ammo * instance_gun_2.start_mags)
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player.add_ammo(true,instance_gun_2.gun_name,instance_gun_2.ammo_type,instance_gun_2.max_ammo,instance_gun_2.start_mags)
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# Spawn first gun
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if gun_1 != null:
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@@ -123,7 +121,6 @@ func _process(_delta):
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pass
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func gun_spawn(index):
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#loop around if scrolling past available guns
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@@ -139,9 +136,7 @@ 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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player.ammo = player.gun.max_ammo
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player.ammo_reserve = player.gun.max_ammo * player.gun.start_mags
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#player.gun_fire_pitch_starting = player.gun.audio_fire.pitch_scale
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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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@@ -198,20 +193,6 @@ func pickup_spawn():
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item_spawn.rand_amt = randi_range(25,100)
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return item_spawn
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#func pause_menu():
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#if paused:
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#get_tree().paused = false
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#Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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#player.toggle_hud(true)
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#player.pause_menu.hide()
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#else:
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#get_tree().paused = true
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#Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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#player.toggle_hud(false)
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#player.pause_menu.show()
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#
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#paused = !paused
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func save_quit():
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SaveLoad.save_game_data(level_name)
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get_tree().quit()
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