tweaks to hud and finally have the machete... kind of working?
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@@ -19,9 +19,10 @@ var crosshair_target
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@onready var stamina_bar: TextureProgressBar = $StaminaBar
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@onready var stamina_bar_2: ProgressBar = $StaminaBar2
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@onready var health_bar: ProgressBar = $HealthBar
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@onready var ammo_counter: HBoxContainer = $GunInfo/VBoxContainer/AmmoCounter
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@onready var gun_name: Label = $"GunInfo/VBoxContainer/Gun Name"
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@onready var ammo_current: Label = $GunInfo/VBoxContainer/HBoxContainer/AmmoCurrent
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@onready var ammo_reserve: Label = $GunInfo/VBoxContainer/HBoxContainer/AmmoReserve
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@onready var ammo_current: Label = $GunInfo/VBoxContainer/AmmoCounter/AmmoCurrent
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@onready var ammo_reserve: Label = $GunInfo/VBoxContainer/AmmoCounter/AmmoReserve
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@onready var gun_info: MarginContainer = $GunInfo
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@onready var money: Label = $Money
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@onready var crosshair: TextureRect = $Crosshair
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@@ -114,10 +115,11 @@ func _process(delta: float) -> void:
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if player.gun != null:
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if GameGlobals.gun_ammo.has(player.gun.gun_name) and GameGlobals.gun_ammo[player.gun.gun_name] != null:
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ammo_counter.visible = true
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ammo_current.text = str(GameGlobals.gun_ammo[player.gun.gun_name]).pad_zeros(2)
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lerp_color(ammo_current,RED_COLOR,FULL_WHITE,GameGlobals.gun_ammo[player.gun.gun_name],player.gun.max_ammo,.5)
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else:
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ammo_current.text = "-"
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ammo_counter.visible = false
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if GameGlobals.ammo_reserve.has(str(player.gun.ammo_type)):
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ammo_reserve.text = str(GameGlobals.ammo_reserve[str(player.gun.ammo_type)]).pad_zeros(3)
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lerp_color(ammo_reserve,RED_COLOR,FULL_WHITE,GameGlobals.ammo_reserve[str(player.gun.ammo_type)],player.gun.max_ammo*2,.5)
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