pickup item values are assigned through level editor and spawn correctly, now need to implement non random spawns
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@@ -206,7 +206,15 @@ func quiet_remove():
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func drop_loot(number_of_drops):
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#pickup drop
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while number_of_drops > 0:
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var rand_item = level_control.pickup_spawn()
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var pickup_spawn = level_control.item_pickup.instantiate()
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var item_stats = level_control.pickup_spawn()
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##SET VARIABLES
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pickup_spawn.pickup_type = item_stats["pickup_type"]
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pickup_spawn.ammo_type = item_stats["ammo_type"]
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pickup_spawn.value = item_stats["value"]
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var lv_x = randf_range(-MAX_LV,MAX_LV)
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var lv_y = randf_range(0,MAX_LV)
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var lv_z = randf_range(-MAX_LV,MAX_LV)
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@@ -215,12 +223,12 @@ func drop_loot(number_of_drops):
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var av_z = randf_range(-MAX_AV,MAX_AV)
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# Random Item Drop
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rand_item.position = self.global_position + Vector3(0,2,0) #added height to spawn location since origin is on the ground
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rand_item.transform.basis = self.global_transform.basis
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rand_item.linear_velocity += self.global_transform.basis * Vector3(lv_x,lv_y,lv_z)
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rand_item.angular_velocity += self.global_transform.basis * Vector3(av_x,av_y,av_z)
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pickup_spawn.position = self.global_position + Vector3(0,2,0) #added height to spawn location since origin is on the ground
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pickup_spawn.transform.basis = self.global_transform.basis
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pickup_spawn.linear_velocity += self.global_transform.basis * Vector3(lv_x,lv_y,lv_z)
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pickup_spawn.angular_velocity += self.global_transform.basis * Vector3(av_x,av_y,av_z)
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await get_tree().create_timer(.05).timeout
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get_tree().get_root().add_child(rand_item)
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get_tree().get_root().add_child(pickup_spawn)
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number_of_drops -= 1
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if number_of_drops <= 0:
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