tweaked dead camera
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@@ -64,5 +64,4 @@ func _physics_process(delta):
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var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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var current_velocity = transform.basis * Vector3(0,0,-1 * bullet_force_mod)
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ray.get_collider().breaking(current_velocity)
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ray.get_collider().breaking(current_velocity)
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await get_tree().create_timer(1.0).timeout
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queue_free()
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queue_free()
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@@ -47,7 +47,7 @@ func _ready():
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var taunt_spawn = ENEMY_TAUNT.instantiate()
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var taunt_spawn = ENEMY_TAUNT.instantiate()
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taunt_spawn.text = taunt_spawn.taunts.pick_random()
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taunt_spawn.text = taunt_spawn.taunts.pick_random()
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target.add_child(taunt_spawn)
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target.add_child(taunt_spawn)
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taunt_spawn.global_transform.origin = target.position + Vector3(0,2,0)
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taunt_spawn.global_transform.origin = target.global_position + Vector3(0,2,0)
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taunt_node = taunt_spawn
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taunt_node = taunt_spawn
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@@ -73,7 +73,7 @@ func _process(delta):
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0:
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0:
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#Show enemy that killed player
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#Show enemy that killed player
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focus_on_target(target)
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focus_on_target(target)
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var target_pos_adjusted = Vector3(target.position.x -4,target.position.y + 4,target.position.z -4)
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var target_pos_adjusted = Vector3(target.global_position.x -4,target.global_position.y + 4,target.global_position.z -4)
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cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
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cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
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look_ray.global_position = target_pos_adjusted
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look_ray.global_position = target_pos_adjusted
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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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@@ -85,14 +85,14 @@ func _process(delta):
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Engine.time_scale = .05
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Engine.time_scale = .05
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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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taunt_node.visible = false
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taunt_node.visible = false
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var target_pos_adjusted = Vector3(target.position.x,target.position.y + 2.1,target.position.z)
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var target_pos_adjusted = Vector3(target.global_position.x,target.global_position.y + 2.1,target.global_position.z)
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cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
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cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
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look_ray.global_position = target.global_position
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look_ray.global_position = target.global_position
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look_ray.look_at(Vector3(level_control.player.global_position), Vector3.UP)
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look_ray.look_at(Vector3(level_control.player.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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camera.fov = lerp(camera.fov, 100.0, delta * 75)
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camera.fov = lerp(camera.fov, 100.0, delta * 75)
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2:
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2:
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var target_pos_adjusted = Vector3(target.position.x,target.position.y + 2.1,target.position.z)
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var target_pos_adjusted = Vector3(target.global_position.x,target.global_position.y + 2.1,target.global_position.z)
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cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
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cam_target.global_position = lerp(cam_target.global_position,target_pos_adjusted,delta * MOVE_SPEED)
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look_ray.global_position = target.global_position
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look_ray.global_position = target.global_position
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look_ray.look_at(Vector3(level_control.player.global_position), Vector3.UP)
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look_ray.look_at(Vector3(level_control.player.global_position), Vector3.UP)
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