working on return to original rotation
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@@ -41,7 +41,7 @@ func _ready():
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randomize()
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randomize()
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respawn_position = player.camera.global_position
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respawn_position = player.camera.global_position
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respawn_cam_rotation = player.camera.rotation
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respawn_cam_rotation = player.global_transform.basis
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#clear spawned in objects
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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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for node in get_tree().get_nodes_in_group("spawned"):
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@@ -32,16 +32,15 @@ func _process(delta):
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if target != null and respawn == false:
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if target != null and respawn == false:
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#calculate move direction
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#calculate move direction
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var target_pos_adjusted = Vector3(target.position.x -2,target.position.y + 4,target.position.z -2)
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var target_pos_adjusted = Vector3(target.position.x -2,target.position.y + 4,target.position.z -2)
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camera.fov = lerp(respawn_fov,10.0,delta * FOV_CHANGE_SPEED)
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#camera.fov = lerp(respawn_fov,10.0,delta * FOV_CHANGE_SPEED)
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position = lerp(position,target_pos_adjusted,delta * MOVE_SPEED)
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position = lerp(position,target_pos_adjusted,delta * MOVE_SPEED)
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look_ray.look_at(Vector3(target.global_position), Vector3.UP)
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look_ray.look_at(Vector3(target.global_position), Vector3.UP)
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camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
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camera.rotation = lerp(camera.rotation,look_ray.rotation,delta * CAMERA_LOOK_SPEED)
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elif respawn == true:
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elif respawn == true:
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position = lerp(position,respawn_position,delta * MOVE_SPEED)
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position = lerp(position,respawn_position,delta * MOVE_SPEED)
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camera.rotation = lerp(camera.rotation,respawn_rotation,delta * CAMERA_LOOK_SPEED)
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camera.rotation = lerp(camera.rotation,Vector3(0,0,0),delta * CAMERA_LOOK_SPEED)
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camera.fov = lerp(camera.fov,respawn_fov,delta * FOV_CHANGE_SPEED)
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camera.global_transform.basis = lerp(camera.global_transform.basis,respawn_rotation,delta * CAMERA_LOOK_SPEED)
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print("dead cam position " + str(position))
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#camera.fov = lerp(camera.fov,respawn_fov,delta * FOV_CHANGE_SPEED)
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print("start position " + str(respawn_position))
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if abs(position.x - respawn_position.x) <=.2:
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if abs(position.x - respawn_position.x) <=.2:
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reload_level()
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reload_level()
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