fixed cycle count on weapon script

This commit is contained in:
Derek
2025-03-11 22:25:51 -05:00
parent 64ec7b12b6
commit a6ee53ed3e
6 changed files with 18 additions and 20 deletions

View File

@@ -59,7 +59,10 @@ func _process(_delta):
var rot_amount = revolver_chamber_rot_amt * _delta * 10
chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(rot_amount))
revolver_chamber_rot_amt -= rot_amount
if Input.is_action_just_released("shoot"):
cycle_count = cycle_count_start
if weapon_info.weapon_type == 2:
if tracker != null:
weapon_info.tracker_asset.tracker_indicator_material.emission = TRACKER_ASSIGNED_COLOR
@@ -101,6 +104,8 @@ func shoot():
if GameGlobals.gun_ammo[weapon_info.gun_name] > 0 and cycle_count > 0:
if !anim_player.is_playing():
GameGlobals.gun_ammo[weapon_info.gun_name] -= 1
if weapon_info.fire_mode != 0:
cycle_count -= 1
#audio and anims
anim_player.play("shoot")
@@ -267,8 +272,6 @@ func bullet_fire():
player.recoil.add_gun_recoil(weapon_info.recoil_amount.x)
SignalBus.emit_signal("shot_fired")
if weapon_info.fire_mode != 0:
cycle_count -= 1
func hitscan_fire():
# Fire hitscan