replaced sprinting with mid air dash
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@@ -58,7 +58,7 @@ fov = 15.0
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target_position = Vector3(0, 0, -1)
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[node name="Timer" type="Timer" parent="."]
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wait_time = 0.4
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wait_time = 0.2
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one_shot = true
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[node name="Whiteout" type="ColorRect" parent="."]
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@@ -11,7 +11,7 @@ config_version=5
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[application]
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config/name="First Person Test"
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run/main_scene="res://scenes/test_level_2v2.tscn"
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run/main_scene="res://scenes/enemy_working_scene.tscn"
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config/features=PackedStringArray("4.2", "Forward Plus")
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config/icon="res://icon.svg"
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@@ -1163,6 +1163,7 @@ _data = {
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script = ExtResource("1_orhgl")
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player = NodePath("Player")
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money = 10
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start_health = 10
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gun_1 = ExtResource("2_6rjit")
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gun_2 = ExtResource("3_umpon")
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health_drop_enabled = false
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@@ -1,9 +1,9 @@
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extends Node3D
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@export var MOVE_SPEED = 15
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@export var CAMERA_LOOK_SPEED = 20
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@export var FOV_CHANGE_SPEED = 20
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@export var MOVE_SPEED = 30
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@export var CAMERA_LOOK_SPEED = 40
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@export var FOV_CHANGE_SPEED = 40
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@onready var look_ray = $LookRay
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@onready var camera = $Camera3D
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@@ -36,6 +36,7 @@ func _ready():
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#highlight target
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if target != null:
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var taunt_spawn = ENEMY_TAUNT.instantiate()
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taunt_spawn.text = taunt_spawn.taunts.pick_random()
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target.add_child(taunt_spawn)
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taunt_spawn.global_transform.origin = target.position + Vector3(0,2,0)
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@@ -6,14 +6,8 @@ const SPEED = 3
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const SCALE_SPEED = 80
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var taunts = ["hows your gut now you big cup of dumdum juice?",
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"you're all tit and no nipple",
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"you might be the shit, but i'm the wet wipe",
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"ruh roh raggy, retard!",
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"you look gay when you die.",
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"did i do that?",
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"eat a bag of dicks",
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"schwing!",
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"go fuck yourself",
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"hee hee",
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"stop trying",
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"yowza!"]
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@@ -22,7 +16,6 @@ var taunts = ["hows your gut now you big cup of dumdum juice?",
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func _ready():
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scale.x = .5
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scale.y = .5
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text = taunts.pick_random()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@@ -15,8 +15,10 @@ var rng = RandomNumberGenerator.new()
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@export var AUDIO = true
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@export var dead_player : Resource
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@export_group("Player Movement")
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@export var WALK_SPEED = 7.0
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@export var WALK_SPEED = 12.0
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@export var SPRINT_SPEED = 15.0
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@export var DASH_SPEED = 40
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@export var DASH_STAM_REQ = 10
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@export var MAX_STAMINA = 1800
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@export var JUMP_VELOCITY = 10
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@export var SENSITIVITY = .01
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@@ -121,23 +123,27 @@ func _physics_process(delta):
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elif Input.is_action_just_pressed("jump") and double_jump == true and !is_climbing:
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velocity.y += JUMP_VELOCITY
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double_jump = false
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# Handle Sprint
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if Input.is_action_pressed("sprint") and is_on_floor():
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speed = SPRINT_SPEED
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else:
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speed = WALK_SPEED
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speed = WALK_SPEED
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# Get the input direction and handle the movement/deceleration.
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var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
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var direction = (self.transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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# Handle Sprint
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if Input.is_action_just_pressed("sprint") and !is_on_floor():
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if remaining_stamina >= DASH_STAM_REQ:
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velocity.x += direction.x * DASH_SPEED
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velocity.z += direction.z * DASH_SPEED
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remaining_stamina -= 180
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if is_on_floor() and !is_climbing:
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if direction:
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velocity.x = direction.x * speed
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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else:
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velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5)
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velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5)
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velocity.x = lerp(velocity.x, direction.x * speed, delta * 6.5) + (direction.x * DASH_SPEED)
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velocity.z = lerp(velocity.z, direction.z * speed, delta * 6.5) + (direction.z * DASH_SPEED)
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elif is_climbing:
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gravity = 0.0
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if direction:
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