pruned player script
This commit is contained in:
@@ -202,7 +202,6 @@ void fragment() {
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}
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}
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"
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"
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graph_offset = Vector2(136.595, -145.056)
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modes/blend = 1
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modes/blend = 1
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modes/cull = 2
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modes/cull = 2
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varyings/WorldPos = "0,4"
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varyings/WorldPos = "0,4"
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@@ -46,6 +46,8 @@ bullet_damage = 1
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smoke_enabled = false
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smoke_enabled = false
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bullet_force_mod = 5.0
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bullet_force_mod = 5.0
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bullet_speed = 100
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bullet_speed = 100
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decibels_of_gunfire_sound = 160.0
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max_distance_heard = 75
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vibration_weak_magnitude = 0.1
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vibration_weak_magnitude = 0.1
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vibration_strong_magnitude = 0.5
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vibration_strong_magnitude = 0.5
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vibration_duration = 0.1
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vibration_duration = 0.1
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@@ -42,11 +42,8 @@ var last_ground_pos
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@export_group("Game Settings")
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@export_group("Game Settings")
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@export var AUDIO = true
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@export var AUDIO = true
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@export_group("Player Movement")
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@export_group("Player Movement")
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@export var DASH_STAM_REQ = 10
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@export var DASH_STAM_REQ = 10
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@export var SENSITIVITY = .01
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@export var SENSITIVITY = .01
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@export var sensitivity_shift = true
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var start_sensitivity
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@export_subgroup("Head Bob & Gun Sway")
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@export_subgroup("Head Bob & Gun Sway")
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@export var t_bob = 1.0
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@export var t_bob = 1.0
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@export var weapon_holder : Node3D
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@export var weapon_holder : Node3D
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@@ -60,7 +57,26 @@ var start_sensitivity
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var gun : Node
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var gun : Node
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var holstered_gun_id : int
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var holstered_gun_id : int
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var gun_is_holstered = false
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var gun_is_holstered = false
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var weapon_dip_pos = Vector3.ZERO
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var gun_folded = false
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var current_weapon_index
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var dead = false
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var hud_visible : bool = true
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var held_item : Node
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var held_item_cache = {}
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var held_item_rotation : float = 0
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var gamespeed_controlled = false
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var crouched = false
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var flashlight_on : bool = false
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var can_wall_jump = true
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##CACHED VARS
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var weapon_start_pos
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var held_key_check = 0.0
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var def_weapon_holder_pos : Vector3
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var weapon_holder_start_rot
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var weapon_holder_start_pos
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var controlled_elsewhere = false
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@onready var dead_player : Resource = load("res://assets/dead_cam.tscn")
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@onready var dead_player : Resource = load("res://assets/dead_cam.tscn")
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@onready var pause_menu: Control = $Head/Recoil/Camera3D/PauseMenu
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@onready var pause_menu: Control = $Head/Recoil/Camera3D/PauseMenu
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@@ -73,50 +89,6 @@ var gun_is_holstered = false
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@onready var wall_ray_2: RayCast3D = $wall_ray2
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@onready var wall_ray_2: RayCast3D = $wall_ray2
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@onready var wall_ray_3: RayCast3D = $wall_ray3
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@onready var wall_ray_3: RayCast3D = $wall_ray3
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@onready var hitmarker = load("res://hitmarker.tscn")
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@onready var hitmarker = load("res://hitmarker.tscn")
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var instance_bullet
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var instance_casing
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var instance_mag
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var reloading = false
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var bullet_damage
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var def_weapon_holder_pos : Vector3
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var weapon_holder_start_rot
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var weapon_holder_start_pos
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var weapon_dip_pos = Vector3(0,0,0)
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var gun_folded = false
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var recoiling_fade = 0
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var bullet_destination
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var gun_fire_pitch_starting
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var current_weapon_index
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var recoiling = false
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var dead = false
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var hud_visible : bool = true
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var held_item : Node
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var held_item_cache = {}
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var held_item_rotation : float = 0
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var gamespeed_controlled = false
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var crouched = false
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var flashlight_on : bool = false
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##CACHED VARS
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var weapon_start_pos
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var held_key_check = 0.0
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# Slow Down Variables
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@onready var remaining_stamina : float = level_control.gamemode.max_stamina
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# Wall Jump
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var can_wall_jump = true
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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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var pickup_announce = load("res://assets/pickup_announce.tscn")
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var dead_announce = load("res://assets/dead_announce.tscn")
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var pickupmsg
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var controlled_elsewhere = false
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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@onready var head = $Head
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@onready var head = $Head
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@onready var camera = $Head/Recoil/Camera3D
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@onready var camera = $Head/Recoil/Camera3D
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@@ -150,6 +122,7 @@ var controlled_elsewhere = false
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@onready var clock_sound: AudioStreamPlayer = $Audio/ClockSound
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@onready var clock_sound: AudioStreamPlayer = $Audio/ClockSound
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@onready var weapon_select_menu: Control = $Head/Recoil/Camera3D/WeaponSelect
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@onready var weapon_select_menu: Control = $Head/Recoil/Camera3D/WeaponSelect
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@onready var wall_jump_timer: Timer = $WallJumpTimer
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@onready var wall_jump_timer: Timer = $WallJumpTimer
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@onready var remaining_stamina : float = level_control.gamemode.max_stamina
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func _ready():
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func _ready():
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level_control.player = self
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level_control.player = self
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@@ -162,7 +135,6 @@ func _ready():
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weapon_holder_start_pos = weapon_holder.position
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weapon_holder_start_pos = weapon_holder.position
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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start_sensitivity = SENSITIVITY
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var viewportWidth = get_viewport().size.x
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var viewportWidth = get_viewport().size.x
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var viewportHeight = get_viewport().size.y
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var viewportHeight = get_viewport().size.y
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@@ -349,8 +321,6 @@ func _physics_process(delta):
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Engine.time_scale = lerp(Engine.time_scale, level_control.gamemode.time_slowed_speed, (delta * 50) / Engine.time_scale)
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Engine.time_scale = lerp(Engine.time_scale, level_control.gamemode.time_slowed_speed, (delta * 50) / Engine.time_scale)
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AudioServer.set_bus_effect_enabled(0,0,true)
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AudioServer.set_bus_effect_enabled(0,0,true)
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clock_sound.play()
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clock_sound.play()
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if sensitivity_shift == true:
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SENSITIVITY = lerp(SENSITIVITY, SENSITIVITY * .998, (delta * 100) / Engine.time_scale)
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if remaining_stamina > 0:
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if remaining_stamina > 0:
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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_drain) / Engine.time_scale),0,level_control.gamemode.max_stamina)
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else:
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else:
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@@ -359,7 +329,6 @@ func _physics_process(delta):
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Engine.time_scale = lerp(Engine.time_scale, 1.0, (delta * 50)/Engine.time_scale)
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Engine.time_scale = lerp(Engine.time_scale, 1.0, (delta * 50)/Engine.time_scale)
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clock_sound.stop()
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clock_sound.stop()
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AudioServer.set_bus_effect_enabled(0,0,false)
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AudioServer.set_bus_effect_enabled(0,0,false)
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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 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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if level_control.gamemode.stamina_regen == true:
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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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remaining_stamina = clamp(remaining_stamina + (delta * level_control.gamemode.stamina_gain/Engine.time_scale), 0, level_control.gamemode.max_stamina)
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