enemy reloads each bullet, added servo sound
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@@ -3,10 +3,20 @@ class_name EnemyAttack
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var heartbeat : float = 3.0
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@export var mag_size = 5
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@export var between_shot_time : Vector2 = Vector2(.5,2.0)
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@export var reload_time : float = 7.0
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@onready var player = get_tree().current_scene.player
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func _Enter():
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var ammo
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var shot_timer = 0.0
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func Enter():
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super()
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update_waypoint()
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ammo = mag_size
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func update_waypoint():
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enemy.nav_agent.set_target_position(player.global_position)
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@@ -16,10 +26,24 @@ func Update(delta):
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heartbeat -= delta
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else:
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update_waypoint()
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#fire if player in view
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if ammo > 0:
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if shot_timer > 0:
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shot_timer -= delta
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else:
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if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider().is_in_group("player"):
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shot_timer = randf_range(between_shot_time.x,between_shot_time.y)
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ammo -= 1
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enemy.turret_material.emission_enabled = true
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await get_tree().create_timer(.1).timeout
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attack()
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else:
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await get_tree().create_timer(.5).timeout
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Transitioned.emit(self,"reload")
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func Physics_Update(delta):
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enemy.turret_look_next.look_at(player.global_position)
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enemy.turret_look.look_at(player.global_position)
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enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,enemy.turret_look_next.rotation,delta * enemy.turret_look_speed)
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var destination = enemy.nav_agent.get_next_path_position()
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var local_destination = destination - enemy.global_position
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@@ -29,3 +53,36 @@ func Physics_Update(delta):
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enemy.spider_look_next.look_at(destination)
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var look_target = enemy.spider_look_next.global_rotation.y
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enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
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func attack():
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fire(enemy.barrel_1)
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enemy.smoke.emitting = true
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await get_tree().create_timer(.1).timeout # makes it too hard lol
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fire(enemy.barrel_2)
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enemy.smoke_2.emitting = true
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enemy.turret_material.emission_enabled = false
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func reload():
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await get_tree().create_timer(reload_time).timeout
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ammo = mag_size
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func fire(barrel):
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var instance_bullet = enemy.bullet.instantiate()
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instance_bullet.position = barrel.global_position
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instance_bullet.transform.basis = barrel.global_transform.basis
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instance_bullet.bullet_speed = enemy.bullet_speed
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instance_bullet.bullet_drop = enemy.bullet_drop
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instance_bullet.random_spread_amt = enemy.random_spread_amt
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instance_bullet.bullet_damage = enemy.bullet_damage
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instance_bullet.fired_by = enemy
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instance_bullet.target_type = enemy.enemy_type
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get_tree().get_root().add_child(instance_bullet)
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enemy.audio_fire.play()
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spawn_casing()
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func spawn_casing():
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var instance_casing = enemy.casing.instantiate()
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instance_casing.position = enemy.casing_ejector.global_position
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instance_casing.transform.basis = enemy.casing_ejector.global_transform.basis
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instance_casing.player_velocity = enemy.velocity * enemy.transform.basis
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get_tree().get_root().add_child(instance_casing)
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@@ -1,6 +1,7 @@
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extends EnemyState
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class_name EnemyIdle
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@export var idle_speed : float = 1.5
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var move_direction : Vector3
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var scan_direction : float
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@@ -19,11 +20,12 @@ func randomize_wander():
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wander_time = randf_range(1,3)
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func randomize_turret_scan():
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scan_direction = randf_range(-TURRET_TURN_AMT,TURRET_TURN_AMT)
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scan_time = randf_range(5,10)
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scan_direction = -scan_direction
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func _Enter():
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func Enter():
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super()
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randomize_wander()
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scan_direction = TURRET_TURN_AMT
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func Update(delta: float):
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if wander_time > 0:
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@@ -42,12 +44,12 @@ func Physics_Update(delta : float):
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var local_destination = destination - enemy.global_position
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var direction = local_destination.normalized()
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if enemy.global_position.distance_to(local_destination) > 1:
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enemy.velocity = direction * move_speed
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enemy.velocity = direction * idle_speed
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enemy.spider_look_next.look_at(destination)
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var look_target = enemy.spider_look_next.global_rotation.y
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enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
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enemy.turret_look.rotation.y = lerp(enemy.turret_look.rotation.y,deg_to_rad(scan_direction),delta)
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enemy.turret_look.rotation.y = lerp(enemy.turret_look.rotation.y,enemy.spider_look_next.rotation.y + deg_to_rad(scan_direction),delta * enemy.turret_look_speed)
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if enemy.turret_look.is_colliding() and enemy.turret_look.get_collider() is Player:
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Transitioned.emit(self,"attack")
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57
scripts/EnemyReload.gd
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57
scripts/EnemyReload.gd
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@@ -0,0 +1,57 @@
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extends EnemyState
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class_name EnemyReload
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@export var reload_time : float = 7.0
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@export var reload_sound : AudioStreamPlayer3D
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@export var run_distance : float = 3
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@onready var player = get_tree().current_scene.player
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var heartbeat : float = 3.0
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var remaining_bullets
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func Enter():
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super()
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remaining_bullets = enemy.max_ammo
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enemy.servo_audio.play()
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func Exit():
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super()
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enemy.servo_audio.play()
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func update_waypoint():
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var direction = (player.global_position - enemy.global_position).normalized()
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enemy.nav_agent.set_target_position(direction * run_distance)
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func Update(delta):
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if heartbeat > 0:
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heartbeat -= delta
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else:
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update_waypoint()
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if remaining_bullets > 0:
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if !reload_sound.is_playing() and !enemy.servo_audio.is_playing():
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remaining_bullets -= 1
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reload_sound.play()
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else:
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finished_reload()
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func Physics_Update(delta):
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enemy.turret_look_next.look_at(player.global_position)
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enemy.turret_look.rotation = lerp(enemy.turret_look.rotation,Vector3(deg_to_rad(90),0,0),delta * enemy.turret_look_speed)
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var destination = enemy.nav_agent.get_next_path_position()
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var local_destination = destination - enemy.global_position
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var direction = local_destination.normalized()
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if enemy.global_position.distance_to(local_destination) > 1:
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enemy.velocity = direction * move_speed
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enemy.spider_look_next.look_at(player.global_position)
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var look_target = enemy.spider_look_next.global_rotation.y
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enemy.global_rotation.y = lerp(enemy.global_rotation.y,look_target,delta * 3)
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func finished_reload():
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if enemy.turret_look_next.is_colliding() and enemy.turret_look_next.get_collider() is Player:
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Transitioned.emit(self,"attack")
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else:
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Transitioned.emit(self,"idle")
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1
scripts/EnemyReload.gd.uid
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1
scripts/EnemyReload.gd.uid
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@@ -0,0 +1 @@
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uid://dcnmjisrxf5iv
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@@ -7,6 +7,8 @@ var player
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var last_enemy : bool = false
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@export var start_health = 3
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@export var SPEED = 3.0
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@export var turret_look_speed = 6
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@export var max_ammo = 5
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@export var loot_amount = 2
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@export var nav_agent : NavigationAgent3D
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@@ -17,7 +19,6 @@ var last_enemy : bool = false
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@export var bullet_drop = .1
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@export var random_spread_amt = .01
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@export var bullet_damage = 1
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@export var turret_look_speed = 6
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@export var die_particles : Resource
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@export var damage_number : Resource
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@export_group("Taunts")
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@@ -54,6 +55,7 @@ $body/leg4/foot4/foot4outline,
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$body/leg4/leg4outline,
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$body/bodyoutline]
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@onready var health_bar_sprite: Sprite3D = $HealthBarSprite
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@onready var servo_audio: AudioStreamPlayer3D = $AUIDO/Servo
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var gravity = 9.8
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@@ -86,45 +88,6 @@ func _ready():
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func _process(delta):
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move_and_slide()
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func _on_prefire_timer_timeout():
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fire(barrel_1)
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smoke.emitting = true
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await get_tree().create_timer(.01).timeout # makes it too hard lol
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fire(barrel_2)
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smoke_2.emitting = true
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turret_material.emission_enabled = false
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prefire_timer.stop()
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postfire_timer.start()
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func _on_postfire_timer_timeout():
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if turret_look_next.is_colliding() and turret_look_next.get_collider().is_in_group("player") and !stunned:
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prefire_timer.start()
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turret_material.emission_enabled = true
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else:
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postfire_timer.start()
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func fire(barrel):
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var instance_bullet = bullet.instantiate()
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instance_bullet.position = barrel.global_position
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instance_bullet.transform.basis = barrel.global_transform.basis
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instance_bullet.bullet_speed = bullet_speed
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.bullet_damage = bullet_damage
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instance_bullet.fired_by = self
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instance_bullet.target_type = enemy_type
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get_tree().get_root().add_child(instance_bullet)
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audio_fire.play()
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spawn_casing()
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func spawn_casing():
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var instance_casing = casing.instantiate()
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instance_casing.position = casing_ejector.global_position
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instance_casing.transform.basis = casing_ejector.global_transform.basis
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instance_casing.player_velocity = velocity * transform.basis
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get_tree().get_root().add_child(instance_casing)
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func stun():
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state_machine.on_child_transition(state_machine.current_state,"stunned")
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