added more gun crosshair sizes
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@@ -35,6 +35,7 @@ reload_type = 0
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bullet = ExtResource("2_mnla0")
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fire_mode = 1
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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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recoil_amount = Vector3(0.05, 0.05, 0.05)
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kick_amount = 0.1
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@@ -16,6 +16,7 @@ reload_type = 0
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bullet = ExtResource("1_oqs71")
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fire_mode = 2
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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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recoil_amount = Vector3(0.05, 0.05, 0.05)
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kick_amount = 0.1
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@@ -14,7 +14,7 @@ weapon_type = 0
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reload_type = 1
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bullet = ExtResource("1_gphlx")
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fire_mode = 1
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fov_zoom_amt = 0.98
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fov_zoom_amt = 0.85
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crosshair_radius = 25
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ads = false
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recoil_amount = Vector3(0.2, 0.05, 0.05)
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@@ -16,7 +16,7 @@ var outer_ring_width : float = 4
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var crosshair_color = ColorSwatch.FULL_WHITE
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#STAMINA WHEEL
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const STAMINA_RING_WIDTH = 15
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const STAMINA_RING_WIDTH = 20
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var stamina_bar_color = ColorSwatch.FULL_WHITE
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var stamina_alpha : float = 1.0
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@@ -63,8 +63,8 @@ func _draw() -> void:
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var stam_offset = -TAU * .25
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var stam_start_angle = 0 + stam_offset
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var stam_end_angle = TAU * (hud.player.remaining_stamina/hud.level_control.gamemode.max_stamina) + stam_offset
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draw_arc(Vector2(0,0),outer_ring_radius,stam_start_angle,stam_end_angle,100,stamina_bar_color,STAMINA_RING_WIDTH,true)
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var stam_width = (outer_ring_radius / 5) + 10
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draw_arc(Vector2(0,0),outer_ring_radius,stam_start_angle,stam_end_angle,100,stamina_bar_color,stam_width,true)
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func outer_ring_fade() -> float:
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#fades the outer ring when the gun cannot fire or there is no gun
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@@ -74,7 +74,7 @@ func outer_ring_fade() -> float:
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if hud.player.gun.can_fire():
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return 1.0
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else:
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return .5
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return .25
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func stamina_fade() -> float:
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var stam_percent = hud.player.remaining_stamina/hud.level_control.gamemode.max_stamina
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