rudimentary death setup
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@@ -10,6 +10,7 @@ var rng = RandomNumberGenerator.new()
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@export_group("Game Settings")
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@export var AUDIO = true
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@export var dead_player : Resource
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@export_group("Player Movement")
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@export var WALK_SPEED = 7.0
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@export var SPRINT_SPEED = 15.0
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@@ -204,6 +205,8 @@ func _physics_process(delta):
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if Input.is_action_just_pressed("escape"):
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get_tree().quit()
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if level_control.health <= 0:
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die()
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move_and_slide()
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weapon_tilt(input_dir.x, delta)
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@@ -297,3 +300,12 @@ func weapon_bob(vel : float, delta):
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func weapon_recoil(delta):
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var recoil_to = camera.rotation.x + gun.recoil_amount
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camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(60))
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func die():
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Engine.time_scale = .05
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await get_tree().create_timer(.3).timeout
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get_tree().reload_current_scene()
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#var instance_dead = dead_player.instantiate()
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#instance_dead.position = head.global_position
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#instance_dead.transform.basis = head.global_transform.basis
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#get_tree().get_root().add_child(instance_dead)
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