casings integrate player velocity, can't pick up already held guns
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@@ -7,6 +7,7 @@ extends RigidBody3D
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@onready var level_control = get_tree().current_scene
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var pickupable = true
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var gun_already_held = false
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@@ -18,11 +19,16 @@ func _process(delta):
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pass
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func picked_up():
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level_control.held_guns.append(gun_resource)
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var instance_gun = gun_resource.instantiate()
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level_control.ammo_current.append(instance_gun.max_ammo)
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level_control.ammo_reserve.append(instance_gun.max_ammo * instance_gun.start_mags)
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var weapon_id = level_control.held_guns.size() - 1
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level_control.player.gun.anim_player.play("swap_out")
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level_control.gun_spawn(weapon_id)
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for i in level_control.held_guns:
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if i == gun_resource:
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gun_already_held = true
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if !gun_already_held:
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level_control.held_guns.append(gun_resource)
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var instance_gun = gun_resource.instantiate()
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level_control.ammo_current.append(instance_gun.max_ammo)
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level_control.ammo_reserve.append(instance_gun.max_ammo * instance_gun.start_mags)
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var weapon_id = level_control.held_guns.size() - 1
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level_control.player.gun.anim_player.play("swap_out")
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level_control.gun_spawn(weapon_id)
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queue_free()
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