casings integrate player velocity, can't pick up already held guns
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@@ -138,39 +138,12 @@ func _on_area_3d_body_part_hit(dam,bullet_damage):
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func _on_prefire_timer_timeout():
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#barrel 1 fire
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var instance_bullet = bullet.instantiate()
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instance_bullet.position = barrel_1.global_position
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instance_bullet.transform.basis = barrel_1.global_transform.basis
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instance_bullet.bullet_speed = bullet_speed
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.bullet_damage = bullet_damage
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instance_bullet.fired_by = self
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get_tree().get_root().add_child(instance_bullet)
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fire(barrel_1)
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#barrel 2 fire
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var instance_bullet2 = bullet.instantiate()
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instance_bullet2.position = barrel_2.global_position
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instance_bullet2.transform.basis = barrel_2.global_transform.basis
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instance_bullet2.bullet_speed = bullet_speed
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instance_bullet2.bullet_drop = bullet_drop
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instance_bullet2.random_spread_amt = random_spread_amt
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instance_bullet2.bullet_damage = bullet_damage
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instance_bullet2.fired_by = self
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get_tree().get_root().add_child(instance_bullet2)
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fire(barrel_2)
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turret_material.emission_enabled = false
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var instance_casing = casing.instantiate()
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instance_casing.position = casing_ejector.global_position
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instance_casing.transform.basis = casing_ejector.global_transform.basis
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var instance_casing2 = casing.instantiate()
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instance_casing2.position = casing_ejector.global_position
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instance_casing2.transform.basis = casing_ejector.global_transform.basis
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get_tree().get_root().add_child(instance_casing)
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get_tree().get_root().add_child(instance_casing2)
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audio_fire.play()
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prefire_timer.stop()
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postfire_timer.start()
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@@ -192,3 +165,22 @@ func _on_knocked_timer_timeout():
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func _on_stunned_timer_timeout():
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print("STUN TIMEOUT")
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stunned = false
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func fire(barrel):
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var instance_bullet = bullet.instantiate()
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instance_bullet.position = barrel.global_position
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instance_bullet.transform.basis = barrel_1.global_transform.basis
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instance_bullet.bullet_speed = bullet_speed
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.bullet_damage = bullet_damage
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instance_bullet.fired_by = self
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get_tree().get_root().add_child(instance_bullet)
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audio_fire.play()
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spawn_casing()
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func spawn_casing():
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var instance_casing = casing.instantiate()
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instance_casing.position = casing_ejector.global_position
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instance_casing.transform.basis = casing_ejector.global_transform.basis
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instance_casing.player_velocity = velocity * transform.basis
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