tweaks and continued gd4.4 upgrading
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@@ -152,7 +152,7 @@ func spawn_mag():
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get_tree().get_root().add_child(instance_mag)
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func spawn_casing():
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if weapon_info.casing != null:
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if weapon_info.casing != null and casing_ejector != null:
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# Casing transform
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var instance_casing = weapon_info.casing.instantiate()
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instance_casing.position = casing_ejector.global_position
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@@ -207,6 +207,7 @@ func tracker_checker(_delta):
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func shotgun_pellet_spawn():
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audio_fire.play()
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spawn_casing()
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var pellets_remaining = weapon_info.pellets_per_shot
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while pellets_remaining > 0:
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@@ -255,15 +256,12 @@ func projectile_initialize():
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func bullet_fire():
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audio_fire.play()
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get_tree().current_scene.add_child(projectile_initialize())
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if casing_ejector != null:
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spawn_casing()
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spawn_casing()
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vibration()
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if chamber != null:
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revolver_chamber_rot_amt += 60
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revolver_chamber_rot_amt += weapon_info.chamber_rot_amount
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if weapon_info.smoke_enabled:
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spawn_muzzle_smoke()
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if casing_ejector != null:
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spawn_casing()
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player.recoil.add_recoil(Vector3(0,weapon_info.recoil_amount.y,weapon_info.recoil_amount.z),10,10)
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player.recoil.add_gun_recoil(weapon_info.recoil_amount.x)
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@@ -286,4 +284,4 @@ func melee_collider_disable():
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melee_collision_shape.disabled = true
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func vibration():
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Input.start_joy_vibration(0,.1,.5,.1)
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Input.start_joy_vibration(0,weapon_info.vibration_weak_magnitude,weapon_info.vibration_strong_magnitude,weapon_info.vibration_duration)
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