clears savegame on death
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@@ -96,6 +96,7 @@ theme_override_font_sizes/font_size = 150
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text = "Resume"
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[node name="Load" type="Button" parent="MarginContainer/VBoxContainer"]
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visible = false
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layout_mode = 2
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theme_override_fonts/font = ExtResource("3_4nq4f")
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theme_override_font_sizes/font_size = 150
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@@ -45,6 +45,10 @@ var engine_time_scale_cache : float = 1.0
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func _ready():
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##LOAD DATA
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SaveLoad.load_persistent_data()
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SaveLoad.load_save_game_data()
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if SaveLoad.data_cleared:
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refresh_scene()
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#Spawn Crown
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var crown_spawn = crown.instantiate()
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@@ -56,15 +60,6 @@ func _ready():
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#global randomize function
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randomize()
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health = start_health
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respawn_position = player.camera.global_position
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respawn_cam_rotation = player.global_transform.basis
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#clear spawned in objects
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for node in get_tree().get_nodes_in_group("spawned"):
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node.queue_free()
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#assign pickups to array
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if ammo_drop_enabled == true:
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pickups.append(ammo_drop)
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@@ -75,6 +70,22 @@ func _ready():
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if money_drop_enabled == true:
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pickups.append(money_drop)
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#clear spawned in objects
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for node in get_tree().get_nodes_in_group("spawned"):
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node.queue_free()
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#find enemy hiveminds
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for node in get_tree().get_nodes_in_group("enemy_hivemind"):
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enemy_hiveminds.append(node)
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#count starting enemies
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enemy_count()
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func refresh_scene():
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health = start_health
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respawn_position = player.camera.global_position
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respawn_cam_rotation = player.global_transform.basis
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if player:
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#Set up starting guns and ammo
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if gun_1 != null:
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@@ -94,11 +105,6 @@ func _ready():
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current_gun_index = 0
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gun_spawn(0)
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#find enemy hiveminds
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for node in get_tree().get_nodes_in_group("enemy_hivemind"):
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enemy_hiveminds.append(node)
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#count starting enemies
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enemy_count()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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@@ -130,7 +130,8 @@ func load_save_game_data():
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level_control.health = player_health
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level_control.money = player_money
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level_control.held_guns = held_guns
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player.gun.queue_free()
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if player.gun:
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player.gun.queue_free()
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level_control.gun_spawn(current_gun)
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level_control.ammo_current = current_ammo
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level_control.ammo_reserve = reserve_ammo
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