more substance painter and shader tests
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@@ -127,7 +127,7 @@ var controlled_elsewhere = false
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@onready var flashlight_audio: AudioStreamPlayer3D = $Head/Recoil/Camera3D/WeaponHolder/FlashlightButton
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@onready var kick_audio: AudioStreamPlayer3D = $Head/Recoil/Camera3D/Audio/Kick
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@onready var weapon_pickup_audio: AudioStreamPlayer = $Audio/WeaponPickup
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@onready var crt_filter: ColorRect = $Head/Recoil/Camera3D/crtFilter
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@onready var motion_lines: ColorRect = $Head/Recoil/Camera3D/MotionLines
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@onready var moveable_holder: Node3D = $Head/Recoil/Camera3D/MoveableHolder
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@onready var moveable_rotation: Node3D = $Head/Recoil/Camera3D/MoveableHolder/MoveableRotation
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@onready var stand_check: RayCast3D = $StandCheck
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@@ -162,7 +162,7 @@ func _ready():
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speed = WALK_SPEED
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crt_filter.visible = false
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motion_lines.visible = false
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#Cache vars
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weapon_start_pos = weapon_spawner.position
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@@ -289,6 +289,11 @@ func _physics_process(delta):
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var wind_volume = clamp(velocity.length()/20,0,1) #expected max velocity for effect
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ear_wind.volume_db = lerp(-80,0,wind_volume)
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if velocity.length() > 20:
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motion_lines.visible = true
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else:
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motion_lines.visible = false
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if moving_fast:
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#cache fastest speed
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if abs(velocity.y) > moving_fast_top_speed:
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@@ -584,7 +589,7 @@ func enemy_killed():
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func toggle_hud(hud_on):
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if dead:
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crt_filter.visible = false
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pass
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else:
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hud.visible = hud_on
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