in the middle of working on crouch, very bugged rn
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=42 format=3 uid="uid://drwae3loscbw7"]
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[gd_scene load_steps=41 format=3 uid="uid://drwae3loscbw7"]
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[ext_resource type="Script" uid="uid://bieeh1iro4ji1" path="res://scripts/player.gd" id="1_x7wms"]
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[ext_resource type="Script" uid="uid://linvnr16djav" path="res://scripts/PlayerStateMachine.gd" id="2_1npgd"]
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@@ -9,7 +9,6 @@
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[ext_resource type="PackedScene" uid="uid://dqgtnykkbngem" path="res://assets/weapon_select.tscn" id="5_bvbcl"]
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[ext_resource type="Script" uid="uid://clyi3lxv4xt4g" path="res://scripts/player_jumping.gd" id="5_m0ick"]
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[ext_resource type="PackedScene" uid="uid://br882tlh3cfwu" path="res://hud.tscn" id="5_yenaw"]
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[ext_resource type="Script" uid="uid://dac0eeav1jped" path="res://scripts/player_falling.gd" id="6_1npgd"]
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[ext_resource type="AudioStream" uid="uid://bki17g7j4kqn4" path="res://assets/Audio/PickupSound Mixdown 3.wav" id="8_dwqsx"]
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[ext_resource type="Shader" uid="uid://djbvmc8hurccm" path="res://assets/Shaders/speedlines.gdshader" id="10_5hu7c"]
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[ext_resource type="AudioStream" uid="uid://dyd272r7n2ecd" path="res://assets/Audio/footsteps-shoes-jump-land-beach-sand-SBA-300118001.wav" id="10_tn0pn"]
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@@ -153,12 +152,9 @@ script = ExtResource("4_67mtf")
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move_speed = 5.0
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move_transition_speed = 4.0
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[node name="Jumping" type="Node" parent="States"]
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[node name="In Air" type="Node" parent="States"]
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script = ExtResource("5_m0ick")
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[node name="Falling" type="Node" parent="States"]
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script = ExtResource("6_1npgd")
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[node name="Wall Running" type="Node" parent="States"]
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[node name="Ground Pound" type="Node" parent="States"]
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@@ -25,9 +25,11 @@ const R_JOYSTICK_DEADZONE = 0.1
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const L_JOYSTICK_DEADZONE = .2
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const L_JOYSTICK_SENSITIVITY = .1
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var speed
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var walk_transition_speed
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var double_jump = true
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#Jumping
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const JUMP_VELOCITY = 7
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const MAX_JUMPS = 2
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var jumps_remaining
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var air_dash
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var gravity
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var is_climbing = false
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@@ -144,7 +146,6 @@ func _ready():
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health_indicator.size = Vector2(viewportWidth,viewportHeight)
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health_indicator.color = Color(0.471, 0, 0, 0)
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speed = level_control.gamemode.walk_speed
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motion_lines.visible = false
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@@ -348,7 +349,6 @@ func _physics_process(delta):
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flashlight_toggle()
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hold_item(delta)
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move_and_slide()
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crouch(delta)
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weapon_tilt(input_dir, delta)
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weapon_sway(delta)
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weapon_bob(velocity.length(), delta)
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@@ -413,20 +413,6 @@ func punch():
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held_item.linear_velocity += interact_ray.global_transform.basis * Vector3(0,0, -KICK_AMOUNT)
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release_moveable()
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func crouch(delta):
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if crouched:
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#crouching_collision.disabled = false
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standing_collision.disabled = true
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if head.position != CROUCHED_POS:
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head.position = lerp(head.position, CROUCHED_POS, delta * 8)
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speed = CROUCH_SPEED
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else:
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standing_collision.disabled = false
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#crouching_collision.disabled = true
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if head.position != STAND_POS:
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head.position = lerp(head.position, STAND_POS, delta * 8)
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speed = level_control.gamemode.walk_speed
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func _headbob(time) -> Vector3:
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var pos = Vector3.ZERO
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pos.y = sin(time * BOB_FREQ) * BOB_AMP
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@@ -602,11 +588,10 @@ func weapon_bob(vel : float, delta):
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if gun != null and !ads and !gun.weapon_info.ads:
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weapon_holder.global_position.y += -clamp(velocity.y * .15,-1,1) * delta
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if vel > 2 and is_on_floor():
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var speed_adjust = speed/level_control.gamemode.walk_speed
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var bob_amount : float = 0.05
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var bob_freq : float = 0.01 * speed_adjust
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weapon_holder.position.y = lerp(weapon_holder.position.y, def_weapon_holder_pos.y + sin(Time.get_ticks_msec() * bob_freq) * bob_amount, speed * delta)
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weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x + sin(Time.get_ticks_msec() * bob_freq) * bob_amount, speed * delta)
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var bob_freq : float = 0.01
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weapon_holder.position.y = lerp(weapon_holder.position.y, def_weapon_holder_pos.y + sin(Time.get_ticks_msec() * bob_freq) * bob_amount, velocity.length() * delta)
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weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x + sin(Time.get_ticks_msec() * bob_freq) * bob_amount, velocity.length() * delta)
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else:
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weapon_holder.position.y = lerp(weapon_holder.position.y, def_weapon_holder_pos.y, .1 * delta)
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weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x, .1 * delta)
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