added ADS to revolver
This commit is contained in:
@@ -1,4 +1,4 @@
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[gd_scene load_steps=68 format=4 uid="uid://b5eclfg0cmmal"]
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[gd_scene load_steps=69 format=4 uid="uid://b5eclfg0cmmal"]
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[ext_resource type="PackedScene" uid="uid://dgogd08c0ubt6" path="res://assets/Models/revolver1.blend" id="1_i5f84"]
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[ext_resource type="PackedScene" uid="uid://dgogd08c0ubt6" path="res://assets/Models/revolver1.blend" id="1_i5f84"]
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[ext_resource type="Script" path="res://scripts/revolver_1.gd" id="2_7rsti"]
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[ext_resource type="Script" path="res://scripts/revolver_1.gd" id="2_7rsti"]
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@@ -894,7 +894,7 @@ tracks/0/keys = {
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"times": PackedFloat32Array(0.03, 0.07, 0.25),
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"times": PackedFloat32Array(0.03, 0.07, 0.25),
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"transitions": PackedFloat32Array(1, 1, 1),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"update": 0,
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"values": [Vector3(0, 0, -0.073), Vector3(0, 0.220238, 0.54816), Vector3(0, 0, -0.073)]
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"values": [Vector3(0, 0, -0.073), Vector3(0.0404336, 0.0661193, -0.0250919), Vector3(0, 0, -0.073)]
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}
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}
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tracks/1/type = "value"
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/imported = false
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@@ -906,7 +906,7 @@ tracks/1/keys = {
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"times": PackedFloat32Array(0.03, 0.07, 0.25),
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"times": PackedFloat32Array(0.03, 0.07, 0.25),
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"transitions": PackedFloat32Array(1, 1, 1),
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"transitions": PackedFloat32Array(1, 1, 1),
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"update": 0,
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"update": 0,
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"values": [Vector3(0, 0, -1.5708), Vector3(0.450033, 0, -1.5708), Vector3(0, 0, -1.5708)]
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"values": [Vector3(0, 0, -1.5708), Vector3(0.884237, 0.232696, -1.46565), Vector3(0, 0, -1.5708)]
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}
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}
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tracks/2/type = "value"
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/imported = false
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@@ -1053,8 +1053,36 @@ tracks/2/keys = {
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}]
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}]
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}
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}
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[sub_resource type="Animation" id="Animation_fujhx"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("revolver1:rotation")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0.450033, 0.244207, -1.5708)]
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}
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tracks/1/type = "value"
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tracks/1/imported = false
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tracks/1/enabled = true
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tracks/1/path = NodePath("revolver1:position")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Vector3(0.0258306, 0, -0.0631607)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_2kb78"]
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_2kb78"]
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_data = {
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_data = {
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"RESET": SubResource("Animation_fujhx"),
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"empty": SubResource("Animation_8akx8"),
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"empty": SubResource("Animation_8akx8"),
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"inspect": SubResource("Animation_21rul"),
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"inspect": SubResource("Animation_21rul"),
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"reload": SubResource("Animation_rlxei"),
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"reload": SubResource("Animation_rlxei"),
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@@ -1069,7 +1097,8 @@ script = ExtResource("2_7rsti")
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gun_name = ".44 Galore"
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gun_name = ".44 Galore"
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gun_icon = ExtResource("3_nl201")
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gun_icon = ExtResource("3_nl201")
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fire_mode = 1
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fire_mode = 1
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fov_zoom_amt = 0.99
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fov_zoom_amt = 25
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ads = true
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recoil_amount = Vector3(0.25, 0.1, 0.1)
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recoil_amount = Vector3(0.25, 0.1, 0.1)
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max_ammo = 6
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max_ammo = 6
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bullet_damage = 5
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bullet_damage = 5
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@@ -1108,7 +1137,7 @@ audio_empty = NodePath("Audio/Empty")
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audio_reload = NodePath("Audio/Reload")
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audio_reload = NodePath("Audio/Reload")
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[node name="revolver1" parent="." index="0"]
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[node name="revolver1" parent="." index="0"]
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transform = Transform3D(-1.086e-06, 0.3, 0, -0.3, -1.086e-06, 0, 0, 0, 0.3, 0, 0, -0.073)
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transform = Transform3D(-0.0315538, 0.291099, 0.0653137, -0.27013, -9.77867e-07, -0.130499, -0.126626, -0.0725364, 0.262115, 0.0258306, 0, -0.0631607)
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mesh = SubResource("ArrayMesh_a1hah")
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mesh = SubResource("ArrayMesh_a1hah")
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[node name="Chamber" parent="revolver1" index="0"]
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[node name="Chamber" parent="revolver1" index="0"]
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@@ -108,6 +108,7 @@ func _process(delta: float) -> void:
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if player.ads:
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if player.ads:
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if player.gun.ads:
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if player.gun.ads:
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fade_in_out(crosshair,1,false,5,delta)
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fade_in_out(crosshair,1,false,5,delta)
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fade_in_out(current_stam_bar,.001,true,5,delta)
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else:
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else:
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fade_in_out(crosshair,1,true,5,delta)
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fade_in_out(crosshair,1,true,5,delta)
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else:
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else:
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@@ -167,6 +167,7 @@ func _ready():
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#Cache vars
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#Cache vars
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weapon_start_pos = weapon_spawner.position
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weapon_start_pos = weapon_spawner.position
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#turn off audio if unchecked in player
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#turn off audio if unchecked in player
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if AUDIO == false:
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if AUDIO == false:
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AudioServer.set_bus_volume_db(0,-80)
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AudioServer.set_bus_volume_db(0,-80)
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@@ -493,7 +494,7 @@ func aim_down_sights(delta):
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if gun:
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if gun:
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if gun.ads == true:
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if gun.ads == true:
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if ads:
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if ads:
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camera.fov -= .1
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camera.fov = lerp(camera.fov,BASE_FOV - float(gun.fov_zoom_amt),(delta * 5)/Engine.time_scale)
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gun.position = lerp(gun.position,ADS_POS,delta * 10 / Engine.time_scale)
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gun.position = lerp(gun.position,ADS_POS,delta * 10 / Engine.time_scale)
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else:
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else:
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gun.position = lerp(gun.position, weapon_start_pos,delta * 2)
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gun.position = lerp(gun.position, weapon_start_pos,delta * 2)
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@@ -531,18 +532,22 @@ func _on_pick_up_magnet_body_entered(body):
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body.collision_shape.disabled = true
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body.collision_shape.disabled = true
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func weapon_tilt(input_x, delta):
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func weapon_tilt(input_x, delta):
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if weapon_holder:
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if !ads:
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weapon_holder.rotation.z = lerp(weapon_holder.rotation.z, -input_x * weapon_rotation_amount * 10, 4 * delta)
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if weapon_holder:
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if camera:
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weapon_holder.rotation.z = lerp(weapon_holder.rotation.z, -input_x * weapon_rotation_amount * 10, 4 * delta)
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camera.rotation.z = lerp(camera.rotation.z, -input_x * HEAD_TILT_AMT, 5 * delta)
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if camera:
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camera.rotation.z = lerp(camera.rotation.z, -input_x * HEAD_TILT_AMT, 5 * delta)
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func weapon_sway(delta):
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func weapon_sway(delta):
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if !ads:
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if !gun.ads:
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var joy_input = Vector2(Input.get_joy_axis(0,JOY_AXIS_RIGHT_X)*5,Input.get_joy_axis(0,JOY_AXIS_RIGHT_Y)*5)
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var joy_input = Vector2(Input.get_joy_axis(0,JOY_AXIS_RIGHT_X)*5,Input.get_joy_axis(0,JOY_AXIS_RIGHT_Y)*5)
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mouse_input = lerp(mouse_input, Vector2.ZERO, 10 * delta)
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mouse_input = lerp(mouse_input, Vector2.ZERO, 10 * delta)
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joy_input = lerp(joy_input,Vector2.ZERO,10 * delta)
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joy_input = lerp(joy_input,Vector2.ZERO,10 * delta)
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weapon_holder.rotation.x = lerp(weapon_holder.rotation.x, (mouse_input.y + joy_input.y) * weapon_sway_amount, 5 * delta)
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weapon_holder.rotation.x = lerp(weapon_holder.rotation.x, (mouse_input.y + joy_input.y) * weapon_sway_amount, 5 * delta)
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weapon_holder.rotation.y = lerp(weapon_holder.rotation.y, (mouse_input.x + joy_input.x) * weapon_sway_amount, 5 * delta)
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weapon_holder.rotation.y = lerp(weapon_holder.rotation.y, (mouse_input.x + joy_input.x) * weapon_sway_amount, 5 * delta)
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else:
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if gun.ads == true:
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weapon_holder.rotation = Vector3.ZERO
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func weapon_bob(vel : float, delta):
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func weapon_bob(vel : float, delta):
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if weapon_holder:
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if weapon_holder:
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@@ -10,7 +10,7 @@ var cycle_count
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@export var gun_name : String
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@export var gun_name : String
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@export var gun_icon : Texture2D
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@export var gun_icon : Texture2D
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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 = 10
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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(1,.1,.1)
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@export var recoil_amount : Vector3 = Vector3(1,.1,.1)
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@export var recoil_speed_change : float = 4
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@export var recoil_speed_change : float = 4
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