made tracker gun and blunderbuss tweaks
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@@ -38,10 +38,12 @@ extends Node3D
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@onready var player = get_tree().current_scene.player
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@onready var level_control = get_tree().current_scene
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@onready var ammo_current
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@onready var tracker_marker = load("res://assets/shoot_marker.tscn")
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@onready var tracker_marker = load("res://assets/tracker_marker.tscn")
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@onready var tracker_indicator_material = tracker_indicator.get_surface_override_material(0)
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var tracker : Node
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var tracker_check_mesh
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var check_track : bool = false
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var start_position
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var start_rotation
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var random_spread_start
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@@ -57,8 +59,11 @@ const tracker_assigned_color = Color(0, 0.853, 0)
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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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random_spread_start = random_spread_amt
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tracker_check_mesh = tracker_marker.instantiate()
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get_tree().get_root().add_child(tracker_check_mesh)
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tracker_check_mesh.visible = false
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random_spread_start = random_spread_amt
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ammo_current = level_control.ammo_current[gun_index]
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ammo_reserve = level_control.ammo_reserve[gun_index]
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@@ -81,6 +86,9 @@ func _process(_delta):
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tracker_indicator_material.emission = tracker_assigned_color
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else:
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tracker_indicator_material.emission = tracker_null_color
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if check_track:
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tracker_checker(_delta)
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func reload_finished():
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@@ -94,8 +102,10 @@ func reload_finished():
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func shoot(delta):
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if !anim_player.is_playing():
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if tracker == null and Input.is_action_just_pressed("shoot"):
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fire_tracker()
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else:
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check_track = true
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tracker_check_mesh.visible = true
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tracker_check_mesh.anim_player.play("check")
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if tracker != null and !check_track:
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fire()
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@@ -111,7 +121,6 @@ func fire():
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spawn_casing()
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player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,10)
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player.recoil.add_gun_recoil(recoil_amount.x)
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#player.velocity += player.bullet_ray.global_basis * Vector3(0,0, kick_amount)
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if fire_mode != 0:
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cycle_count -= 1
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@@ -119,6 +128,15 @@ func fire():
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anim_player.play("empty")
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audio_empty.play()
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func tracker_checker(_delta):
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if player.bullet_ray.is_colliding():
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var spawn_loc = player.bullet_ray.get_collision_point()
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tracker_check_mesh.global_transform.origin = spawn_loc
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tracker_check_mesh.global_rotation = Vector3(0,0,0)
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if check_track == true and Input.is_action_just_released("shoot"):
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fire_tracker()
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check_track = false
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func fire_tracker():
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anim_player.play("fire_tracker")
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var instance_tracker = tracker_marker.instantiate()
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@@ -128,7 +146,9 @@ func fire_tracker():
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if spawn_parent != null:
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spawn_parent.add_child(instance_tracker)
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instance_tracker.global_transform.origin = spawn_loc
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instance_tracker.anim_player.play("mark")
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tracker = instance_tracker
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tracker_check_mesh.visible = false
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func remove_tracker():
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if tracker != null:
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@@ -187,4 +207,5 @@ func bullet_fire():
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func swapped_out():
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tracker_check_mesh.visible = false
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queue_free()
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