bullet visible by distance
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@@ -6,6 +6,8 @@ var random_spread_amt
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var bullet_damage
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var instance_bullethole
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var bullet_force_mod = 1.0
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var distance_from_player
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var player
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@onready var mesh = $gunbullet1
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@onready var ray = $RayCast3D
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@@ -39,8 +41,10 @@ func _process(delta):
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position += transform.basis * Vector3(0, 0, -bullet_speed) * delta
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rotation.x = clamp(rotation.x - delta * bullet_drop,deg_to_rad(-90),deg_to_rad(90))
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await get_tree().create_timer(.02 * Engine.time_scale * (150/bullet_speed)).timeout
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visible = true
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distance_from_player = abs(self.global_position - player.global_position)
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if distance_from_player.x > 2 or distance_from_player.y > 2 or distance_from_player.z > 2:
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visible = true
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if ray.is_colliding() and !ray.get_collider().is_in_group("player"):
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