more ui tweaks and started on enemy health bar
This commit is contained in:
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assets/LevelBlockouts/RailYard1.blend
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assets/LevelBlockouts/RailYard1.blend
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assets/LevelBlockouts/RailYard1.blend.import
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assets/LevelBlockouts/RailYard1.blend.import
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[remap]
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importer="scene"
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importer_version=1
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type="PackedScene"
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uid="uid://cuay53oecttal"
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path="res://.godot/imported/RailYard1.blend-a493b8419dd53d2b283ef76110b9b05a.scn"
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[deps]
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source_file="res://assets/LevelBlockouts/RailYard1.blend"
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dest_files=["res://.godot/imported/RailYard1.blend-a493b8419dd53d2b283ef76110b9b05a.scn"]
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[params]
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nodes/root_type=""
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nodes/root_name=""
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nodes/apply_root_scale=true
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nodes/root_scale=1.0
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nodes/import_as_skeleton_bones=false
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nodes/use_node_type_suffixes=true
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meshes/ensure_tangents=true
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meshes/generate_lods=true
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meshes/create_shadow_meshes=true
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meshes/light_baking=1
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meshes/lightmap_texel_size=0.2
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meshes/force_disable_compression=false
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skins/use_named_skins=true
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animation/import=true
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animation/fps=30
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animation/trimming=false
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animation/remove_immutable_tracks=true
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animation/import_rest_as_RESET=false
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import_script/path=""
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_subresources={}
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blender/nodes/visible=0
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blender/nodes/active_collection_only=false
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blender/nodes/punctual_lights=true
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blender/nodes/cameras=true
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blender/nodes/custom_properties=true
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blender/nodes/modifiers=1
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blender/meshes/colors=false
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blender/meshes/uvs=true
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blender/meshes/normals=true
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blender/meshes/export_geometry_nodes_instances=false
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blender/meshes/tangents=true
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blender/meshes/skins=2
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blender/meshes/export_bones_deforming_mesh_only=false
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blender/materials/unpack_enabled=true
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blender/materials/export_materials=1
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blender/animation/limit_playback=true
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blender/animation/always_sample=true
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blender/animation/group_tracks=true
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assets/LevelBlockouts/RailYard1.blend1
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assets/LevelBlockouts/RailYard1.blend1
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[gd_scene load_steps=96 format=4 uid="uid://djr7vnr1hcx82"]
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[gd_scene load_steps=97 format=4 uid="uid://djr7vnr1hcx82"]
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[ext_resource type="Script" uid="uid://cdofgtwevbray" path="res://scripts/spider.gd" id="1_7e7fe"]
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[ext_resource type="Script" uid="uid://cdofgtwevbray" path="res://scripts/spider.gd" id="1_7e7fe"]
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[ext_resource type="PackedScene" uid="uid://h5ojldugfyyu" path="res://assets/bullet_enemy.tscn" id="2_aew5r"]
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[ext_resource type="PackedScene" uid="uid://h5ojldugfyyu" path="res://assets/bullet_enemy.tscn" id="2_aew5r"]
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[ext_resource type="PackedScene" uid="uid://5jhwtkdggfle" path="res://assets/Enemy_casing.tscn" id="3_e5ft5"]
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[ext_resource type="PackedScene" uid="uid://5jhwtkdggfle" path="res://assets/Enemy_casing.tscn" id="3_e5ft5"]
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[ext_resource type="AudioStream" uid="uid://cx016r7bsnadg" path="res://assets/Audio/quartz-crystal-singing-bowl-13-inch-a-rub-rim-suede-mallet-SBA-300114282.wav" id="4_pyp22"]
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[ext_resource type="AudioStream" uid="uid://cx016r7bsnadg" path="res://assets/Audio/quartz-crystal-singing-bowl-13-inch-a-rub-rim-suede-mallet-SBA-300114282.wav" id="4_pyp22"]
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[ext_resource type="Script" uid="uid://dxkkrhlk2crqm" path="res://scripts/EnemyTarget.gd" id="7_8vkma"]
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[ext_resource type="Script" uid="uid://dxkkrhlk2crqm" path="res://scripts/EnemyTarget.gd" id="7_8vkma"]
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[ext_resource type="Script" uid="uid://dfc80ru6aro15" path="res://scripts/3D Health Bar.gd" id="7_87l3v"]
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[ext_resource type="Material" uid="uid://bjx8uqmdo7d3j" path="res://assets/spider2.turret.tres" id="7_d5oc0"]
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[ext_resource type="Material" uid="uid://bjx8uqmdo7d3j" path="res://assets/spider2.turret.tres" id="7_d5oc0"]
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[ext_resource type="PackedScene" uid="uid://b0rkkp07y3fnu" path="res://assets/die_particles.tscn" id="7_w22oa"]
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[ext_resource type="PackedScene" uid="uid://b0rkkp07y3fnu" path="res://assets/die_particles.tscn" id="7_w22oa"]
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[ext_resource type="Texture2D" uid="uid://ed2omoi280jl" path="res://assets/Models/SubstancePainterTest/spider-LOW_spider1.gunbarrel_BaseColor.png" id="8_87l3v"]
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[ext_resource type="Texture2D" uid="uid://ed2omoi280jl" path="res://assets/Models/SubstancePainterTest/spider-LOW_spider1.gunbarrel_BaseColor.png" id="8_87l3v"]
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@@ -1173,6 +1174,18 @@ die_particles = ExtResource("7_w22oa")
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damage_number = ExtResource("9_rmegy")
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damage_number = ExtResource("9_rmegy")
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taunts = Array[String](["did i do that?", "you've been on my shitlist", "you like that?? you want more??", "you should try dodging", "schwing!", "hows your gut now you big cup of dumdum juice?!"])
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taunts = Array[String](["did i do that?", "you've been on my shitlist", "you like that?? you want more??", "you should try dodging", "schwing!", "hows your gut now you big cup of dumdum juice?!"])
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[node name="Sprite3D" type="Sprite3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2.02607, 0)
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[node name="SubViewport" type="SubViewport" parent="Sprite3D"]
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[node name="Control" type="Control" parent="Sprite3D/SubViewport"]
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layout_mode = 3
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anchors_preset = 0
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offset_right = 40.0
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offset_bottom = 40.0
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script = ExtResource("7_87l3v")
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[node name="TurretLook" type="RayCast3D" parent="."]
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[node name="TurretLook" type="RayCast3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00161432, 1.62046, 0.00134204)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.00161432, 1.62046, 0.00134204)
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target_position = Vector3(0, 0, -50)
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target_position = Vector3(0, 0, -50)
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3
assets/weapon_pickup.tscn
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3
assets/weapon_pickup.tscn
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[gd_scene format=3 uid="uid://ir5l53ubcnpa"]
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[node name="WeaponPickup" type="Node3D"]
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@@ -19,6 +19,7 @@ fov_zoom_amt = 0.98
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crosshair_radius = 50
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crosshair_radius = 50
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ads = false
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ads = false
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recoil_amount = Vector3(0.05, 0.05, 0.05)
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recoil_amount = Vector3(0.05, 0.05, 0.05)
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crosshair_jump_amount = 10
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kick_amount = 0.1
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kick_amount = 0.1
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max_ammo = 20
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max_ammo = 20
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start_mags = 3
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start_mags = 3
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@@ -15,6 +15,7 @@ fov_zoom_amt = 0.98
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crosshair_radius = 100
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crosshair_radius = 100
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ads = false
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ads = false
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recoil_amount = Vector3(0, 0.05, 0.05)
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recoil_amount = Vector3(0, 0.05, 0.05)
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crosshair_jump_amount = 10
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kick_amount = 0.1
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kick_amount = 0.1
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max_ammo = 0
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max_ammo = 0
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start_mags = 0
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start_mags = 0
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@@ -19,6 +19,7 @@ fov_zoom_amt = 0.98
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crosshair_radius = 25
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crosshair_radius = 25
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ads = false
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ads = false
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recoil_amount = Vector3(0.05, 0.05, 0.05)
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recoil_amount = Vector3(0.05, 0.05, 0.05)
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crosshair_jump_amount = 10
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kick_amount = 0.1
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kick_amount = 0.1
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max_ammo = 15
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max_ammo = 15
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start_mags = 3
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start_mags = 3
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@@ -18,6 +18,7 @@ fov_zoom_amt = 0.85
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crosshair_radius = 25
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crosshair_radius = 25
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ads = false
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ads = false
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recoil_amount = Vector3(0.2, 0.05, 0.05)
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recoil_amount = Vector3(0.2, 0.05, 0.05)
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crosshair_jump_amount = 10
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kick_amount = 0.1
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kick_amount = 0.1
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max_ammo = 6
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max_ammo = 6
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start_mags = 1
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start_mags = 1
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7
scripts/3D Health Bar.gd
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scripts/3D Health Bar.gd
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extends Control
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func _process(delta: float) -> void:
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queue_redraw()
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func _draw() -> void:
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draw_circle(Vector2.ZERO,0,Color(1,1,1,1),true,10,true)
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1
scripts/3D Health Bar.gd.uid
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scripts/3D Health Bar.gd.uid
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uid://dfc80ru6aro15
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@@ -27,6 +27,7 @@ var crosshair_target
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@onready var pickup_item_indicator = preload("res://assets/pickup_item_indicator.tscn")
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@onready var pickup_item_indicator = preload("res://assets/pickup_item_indicator.tscn")
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@onready var wobble_items: Control = $WobbleItems
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@onready var wobble_items: Control = $WobbleItems
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const STAM_BAR_MAX_OPACITY = 1.0
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const STAM_BAR_MAX_OPACITY = 1.0
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const CROSSHAIR_SIZE = Vector2(40,40)
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const CROSSHAIR_SIZE = Vector2(40,40)
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@@ -58,6 +59,7 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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player = level_control.player
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player = level_control.player
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if player != null:
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if player != null:
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#HEALTH
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#HEALTH
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@@ -82,6 +84,7 @@ func _process(delta: float) -> void:
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money.text = "$" + str(money_count)
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money.text = "$" + str(money_count)
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if player.gun != null and player.gun.weapon_info.weapon_type == 0:
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if player.gun != null and player.gun.weapon_info.weapon_type == 0:
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if GameGlobals.gun_ammo.has(player.gun.weapon_info.gun_name) and GameGlobals.gun_ammo[player.gun.weapon_info.gun_name] != null:
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if GameGlobals.gun_ammo.has(player.gun.weapon_info.gun_name) and GameGlobals.gun_ammo[player.gun.weapon_info.gun_name] != null:
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ammo_counter.visible = true
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ammo_counter.visible = true
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@@ -280,6 +280,8 @@ func bullet_fire():
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func can_fire():
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func can_fire():
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if anim_player.is_playing() and anim_player.current_animation == "reload":
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if anim_player.is_playing() and anim_player.current_animation == "reload":
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return false
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return false
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elif weapon_info.weapon_type == 0 and GameGlobals.gun_ammo[weapon_info.gun_name] <= 0:
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return false
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else:
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else:
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return true
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return true
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