started fixing stamina
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@@ -1,6 +1,6 @@
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extends CharacterBody3D
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const WALK_TRANSITION_SPEED = 8
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const WALK_TRANSITION_SPEED = 7
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const MAX_AIR_DASH = 1
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const FLASHLIGHT_BRIGHTNESS = 30
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const KICK_AMOUNT = 20
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@@ -8,8 +8,9 @@ const LAND_CAMERA_TILT : Vector3 = Vector3(-1,0,0)
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const WALK_SPEED = 12.0
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const SPRINT_SPEED = 15.0
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const DASH_SPEED = 40
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const SLOWSPEED = .15
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const STAMINA_DRAIN = 100
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const SLOWSPEED = .1
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const MAX_STAMINA : float = 100
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const STAMINA_DRAIN = 200
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var speed
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var double_jump = true
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@@ -27,7 +28,6 @@ var mouse_input : Vector2
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@export_group("Player Movement")
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@export var DASH_STAM_REQ = 10
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@export var MAX_STAMINA = 1800
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@export var JUMP_VELOCITY = 6
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@export var SENSITIVITY = .01
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@export var sensitivity_shift = true
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@@ -77,7 +77,7 @@ var held_item_mass_cache
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var held_item_rotation = Vector3(0,0,0)
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# Slow Down Variables
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var remaining_stamina = MAX_STAMINA
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var remaining_stamina : float = MAX_STAMINA
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# Pickups
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var picked_up = false
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var picked_up_text
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@@ -241,26 +241,25 @@ func _physics_process(delta):
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# Game Speed
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if !level_control.paused:
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if Input.is_action_pressed("slow_down") and remaining_stamina >0:
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Engine.time_scale = lerp(0, 1, SLOWSPEED)
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if Input.is_action_pressed("slow_down") and remaining_stamina > 0 :
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Engine.time_scale = lerp(Engine.time_scale, SLOWSPEED, delta * 20)
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gun.random_spread_amt = 0
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AudioServer.set_bus_effect_enabled(0,0,true)
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camera.fov = lerp(camera.fov, camera.fov * gun.fov_zoom_amt, delta * 100)
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if sensitivity_shift == true:
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SENSITIVITY = lerp(SENSITIVITY, SENSITIVITY * .998, delta * 100)
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if remaining_stamina >0:
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remaining_stamina -= 1000 * delta
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if remaining_stamina > 0:
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remaining_stamina = clamp(remaining_stamina - (delta * STAMINA_DRAIN),0,MAX_STAMINA)
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else:
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Engine.time_scale = 1
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Engine.time_scale = lerp(Engine.time_scale, 1.0, delta * 50)
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gun.random_spread_amt = gun.random_spread_start
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AudioServer.set_bus_effect_enabled(0,0,false)
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if sensitivity_shift == true:
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camera.fov = lerp(camera.fov, BASE_FOV, delta * .5)
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SENSITIVITY = start_sensitivity
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if remaining_stamina < MAX_STAMINA:
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remaining_stamina += STAMINA_DRAIN * delta
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elif remaining_stamina > MAX_STAMINA * 1.01:
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remaining_stamina -= (STAMINA_DRAIN)/2 * delta
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if remaining_stamina < MAX_STAMINA and !Input.is_action_pressed("slow_down"):
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remaining_stamina = clamp(remaining_stamina + (delta * STAMINA_DRAIN/10), 0, MAX_STAMINA)
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# Reloading
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if Input.is_action_just_pressed("reload"):
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