fixed cycle count on weapon script
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@@ -358,7 +358,7 @@ func _physics_process(delta):
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SENSITIVITY = start_sensitivity
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if remaining_stamina < level_control.gamemode.max_stamina and !Input.is_action_pressed("slow_down"):
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if level_control.gamemode.stamina_regen == true:
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remaining_stamina = clamp(remaining_stamina + (delta * level_control.gamemode.stamina_drain/Engine.time_scale), 0, level_control.gamemode.max_stamina)
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remaining_stamina = clamp(remaining_stamina + (delta * level_control.gamemode.stamina_gain/Engine.time_scale), 0, level_control.gamemode.max_stamina)
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# Reloading
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@@ -381,10 +381,6 @@ func _physics_process(delta):
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if Input.is_action_pressed("shoot"):
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if gun != null:
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gun.shoot()
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if Input.is_action_just_released("shoot"):
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if gun != null:
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gun.cycle_count = gun.cycle_count_start
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# Gun folding out of the way
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if gun_ray.is_colliding():
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@@ -619,9 +615,9 @@ func grab_moveable(body):
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body.gravity_scale = 0
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moveable_holder.add_child(body)
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body.global_position = moveable_holder.global_position
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for i in body.get_children():
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if i.get_class() == "CollisionShape3D":
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i.collision_layer = true
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#for i in body.get_children():
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#if i.get_class() == "CollisionShape3D":
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#i.collision_layer = true
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held_item = body
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func hold_item(_delta):
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@@ -633,9 +629,9 @@ func hold_item(_delta):
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func release_moveable():
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held_item.gravity_scale = held_item_cache["gravity_scale"]
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for i in held_item.get_children():
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if i.get_class() == "CollisionShape3D":
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i.disabled = false
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#for i in held_item.get_children():
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#if i.get_class() == "CollisionShape3D":
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#i.disabled = false
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get_tree().current_scene.add_child(held_item)
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held_item = null
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