fixed weapon spawning in and added per-weapon crosshair size
This commit is contained in:
@@ -21,7 +21,9 @@
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[sub_resource type="Resource" id="Resource_gh6p6"]
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[sub_resource type="Resource" id="Resource_gh6p6"]
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script = ExtResource("3_64qwm")
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script = ExtResource("3_64qwm")
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asset = ExtResource("2_6ms5m")
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asset = ExtResource("2_6ms5m")
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price = 1
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ammo_type = 3
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ammo_type = 3
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special_bullet_name = ""
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[sub_resource type="Resource" id="Resource_puk5e"]
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[sub_resource type="Resource" id="Resource_puk5e"]
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script = ExtResource("5_yt5ea")
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script = ExtResource("5_yt5ea")
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@@ -32,8 +34,8 @@ weapon_type = 0
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reload_type = 0
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reload_type = 0
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bullet = SubResource("Resource_gh6p6")
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bullet = SubResource("Resource_gh6p6")
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fire_mode = 0
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fire_mode = 0
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hitscan_range = 100.0
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fov_zoom_amt = 0.98
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fov_zoom_amt = 0.98
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crosshair_radius = 100
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ads = false
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ads = false
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recoil_amount = Vector3(0.3, 0.05, 0.05)
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recoil_amount = Vector3(0.3, 0.05, 0.05)
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kick_amount = 0.1
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kick_amount = 0.1
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@@ -43,9 +45,14 @@ bullet_damage = 1
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smoke_enabled = false
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smoke_enabled = false
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bullet_force_mod = 5.0
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bullet_force_mod = 5.0
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bullet_speed = 600
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bullet_speed = 600
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vibration_weak_magnitude = 0.1
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vibration_strong_magnitude = 0.5
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vibration_duration = 0.1
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chamber_rot_amount = 60.0
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shotgun_spread = Vector3(180, 180, 180)
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shotgun_spread = Vector3(180, 180, 180)
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pellets_per_shot = 50
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pellets_per_shot = 50
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blast_power = 50.0
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blast_power = 50.0
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hitscan_range = 100.0
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_11x5l"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_11x5l"]
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resource_name = "blunderbus.stock"
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resource_name = "blunderbus.stock"
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@@ -1,40 +0,0 @@
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[gd_scene load_steps=5 format=3 uid="uid://8kmjybgrobj1"]
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[ext_resource type="Texture2D" uid="uid://dumgg4fq1ngbj" path="res://assets/UI/Crosshair/SVG/reticle_outer.svg" id="1_5bf65"]
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[ext_resource type="Texture2D" uid="uid://cpe2ehq1vtj25" path="res://assets/UI/Crosshair/SVG/reticle_inner.svg" id="2_yawbq"]
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[ext_resource type="Texture2D" uid="uid://h2tp42xntorm" path="res://assets/UI/Crosshair/SVG/Stamina_White.svg" id="3_spf5y"]
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[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_ytfhs"]
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[node name="Crosshair" type="Control"]
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layout_mode = 3
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anchors_preset = 0
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offset_right = 40.0
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offset_bottom = 40.0
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[node name="Crosshair" type="TextureRect" parent="." groups=["hud"]]
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layout_mode = 0
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offset_right = 396.0
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offset_bottom = 396.0
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texture = ExtResource("1_5bf65")
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expand_mode = 3
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stretch_mode = 4
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[node name="CrosshairCenter" type="TextureRect" parent="." groups=["hud"]]
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layout_mode = 0
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offset_right = 396.0
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offset_bottom = 396.0
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scale = Vector2(0.02, 0.02)
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texture = ExtResource("2_yawbq")
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expand_mode = 3
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stretch_mode = 4
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[node name="StaminaBar" type="TextureProgressBar" parent="."]
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material = SubResource("CanvasItemMaterial_ytfhs")
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layout_mode = 0
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offset_right = 370.0
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offset_bottom = 370.0
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scale = Vector2(0.3, 0.3)
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value = 49.0
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fill_mode = 5
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texture_progress = ExtResource("3_spf5y")
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@@ -16,6 +16,7 @@ reload_type = 0
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bullet = ExtResource("1_y4ehq")
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bullet = ExtResource("1_y4ehq")
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fire_mode = 0
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fire_mode = 0
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fov_zoom_amt = 0.98
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fov_zoom_amt = 0.98
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crosshair_radius = 50
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ads = false
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ads = false
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recoil_amount = Vector3(0.05, 0.05, 0.05)
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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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kick_amount = 0.1
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@@ -12,6 +12,7 @@ weapon_type = 1
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reload_type = 0
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reload_type = 0
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fire_mode = 1
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fire_mode = 1
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fov_zoom_amt = 0.98
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fov_zoom_amt = 0.98
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crosshair_radius = 100
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ads = false
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ads = false
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recoil_amount = Vector3(0, 0.05, 0.05)
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recoil_amount = Vector3(0, 0.05, 0.05)
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kick_amount = 0.1
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kick_amount = 0.1
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@@ -15,6 +15,7 @@ reload_type = 1
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bullet = ExtResource("1_gphlx")
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bullet = ExtResource("1_gphlx")
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fire_mode = 1
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fire_mode = 1
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fov_zoom_amt = 0.98
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fov_zoom_amt = 0.98
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crosshair_radius = 25
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ads = false
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ads = false
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recoil_amount = Vector3(0.2, 0.05, 0.05)
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recoil_amount = Vector3(0.2, 0.05, 0.05)
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kick_amount = 0.1
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kick_amount = 0.1
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2
hud.tscn
2
hud.tscn
@@ -153,7 +153,6 @@ alignment = 2
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layout_mode = 2
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layout_mode = 2
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theme = ExtResource("1_22trs")
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theme = ExtResource("1_22trs")
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theme_override_constants/outline_size = 15
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theme_override_constants/outline_size = 15
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text = "XXX"
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horizontal_alignment = 2
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horizontal_alignment = 2
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[node name="Label" type="Label" parent="WobbleItems/GunInfo/VBoxContainer/AmmoCounter"]
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[node name="Label" type="Label" parent="WobbleItems/GunInfo/VBoxContainer/AmmoCounter"]
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@@ -166,5 +165,4 @@ layout_mode = 2
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theme = ExtResource("1_22trs")
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theme = ExtResource("1_22trs")
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theme_override_colors/font_shadow_color = Color(0, 0, 0, 1)
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theme_override_colors/font_shadow_color = Color(0, 0, 0, 1)
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theme_override_constants/outline_size = 15
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theme_override_constants/outline_size = 15
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text = "YYY"
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horizontal_alignment = 2
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horizontal_alignment = 2
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@@ -32,9 +32,15 @@ func _process(delta: float) -> void:
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position = hud.viewportCenter
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position = hud.viewportCenter
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var velocity_adjust = clamp(hud.player.velocity.length() * .1,1,3)
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var velocity_adjust = clamp(hud.player.velocity.length() * .1,1,3)
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var crosshair_radius
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if hud.player.gun != null:
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crosshair_radius = hud.player.gun.weapon_info.crosshair_radius
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else:
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crosshair_radius = OUTER_RING_START_RADIUS
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# Crosshair
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# Crosshair
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outer_ring_radius = lerp(outer_ring_radius,(OUTER_RING_START_RADIUS + crosshair_target) * velocity_adjust,delta * SIZE_SNAP_AMT)
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outer_ring_radius = lerp(outer_ring_radius,(crosshair_radius + crosshair_target) * velocity_adjust,delta * SIZE_SNAP_AMT)
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crosshair_target = lerp(crosshair_target,0.0,delta * SIZE_RETURN_AMT)
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crosshair_target = lerp(crosshair_target,0.0,delta * SIZE_RETURN_AMT)
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#if stamina is 25%, change colors to red
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#if stamina is 25%, change colors to red
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@@ -557,7 +557,6 @@ func ladder_collide():
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gravity = level_control.gamemode.gravity
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gravity = level_control.gamemode.gravity
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func wall_jump():
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func wall_jump():
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print("CAN JUMP? ",can_wall_jump)
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if can_wall_jump == true:
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if can_wall_jump == true:
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if wall_ray_1.is_colliding() or wall_ray_2.is_colliding() or wall_ray_3.is_colliding():
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if wall_ray_1.is_colliding() or wall_ray_2.is_colliding() or wall_ray_3.is_colliding():
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can_wall_jump = false
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can_wall_jump = false
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@@ -17,25 +17,25 @@ func _process(delta):
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pass
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pass
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func picked_up():
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func picked_up():
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var spawn_gun = gun_resource.instantiate()
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var spawn_gun = gun_resource.instantiate()
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var gun_held = false
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var gun_held = false
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#check if gun is owned
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#check if gun is owned
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for i in GameGlobals.held_guns:
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for i in GameGlobals.held_guns:
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if i == gun_resource:
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if i == gun_resource:
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gun_held = true
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gun_held = true
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if spawn_gun.weapon_info.weapon_type == 0:
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if spawn_gun.weapon_info.weapon_type == 0:
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add_ammo(gun_held,spawn_gun.weapon_info.gun_name,spawn_gun.weapon_info.bullet.ammo_type,spawn_gun.weapon_info.bullet.special_bullet_name,spawn_gun.weapon_info.max_ammo,spawn_gun.weapon_info.start_mags)
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add_ammo(!gun_held,spawn_gun.weapon_info.gun_name,spawn_gun.weapon_info.bullet.ammo_type,spawn_gun.weapon_info.bullet.special_bullet_name,spawn_gun.weapon_info.max_ammo,spawn_gun.weapon_info.start_mags)
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if !gun_held:
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if !gun_held:
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GameGlobals.held_guns.append(gun_resource)
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GameGlobals.held_guns.append(gun_resource)
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var instance_gun = gun_resource.instantiate()
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var instance_gun = gun_resource.instantiate()
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var weapon_id = GameGlobals.held_guns.size() - 1
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var weapon_id = GameGlobals.held_guns.size() - 1
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if level_control.player.gun != null:
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if level_control.player.gun != null:
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level_control.player.gun.anim_player.play("swap_out")
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level_control.player.gun.anim_player.play("swap_out")
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level_control.gun_spawn(weapon_id)
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level_control.gun_spawn(weapon_id)
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SignalBus.emit_signal("weapon_list_changed")
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SignalBus.emit_signal("weapon_list_changed")
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queue_free()
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queue_free()
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func add_ammo(new_gun,gun_name,ammo_type,special_bullet_name,max_ammo,start_mags):
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func add_ammo(new_gun,gun_name,ammo_type,special_bullet_name,max_ammo,start_mags):
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if new_gun:
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if new_gun:
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@@ -9,6 +9,7 @@ class_name weapon_resource
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@export var bullet : bullet_resource
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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_enum("Auto", "Single", "Burst") var fire_mode: int
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@export var fov_zoom_amt = .98
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@export var fov_zoom_amt = .98
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@export var crosshair_radius = 50
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@export var ads : bool = false
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@export var ads : bool = false
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@export var recoil_amount : Vector3 = Vector3(.05,.05,.05)
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@export var recoil_amount : Vector3 = Vector3(.05,.05,.05)
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@export var kick_amount : float = .1
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@export var kick_amount : float = .1
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