enemy reloads each bullet, added servo sound
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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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