more tweaks to weapon script and revolvers
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@@ -1356,7 +1356,7 @@ _data = {
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"swap_out": SubResource("Animation_nvmxj")
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}
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[node name="revolver1" type="Node3D" node_paths=PackedStringArray("anim_player", "barrel_ray", "audio_fire", "audio_empty", "audio_reload", "casing_array", "bullet_array", "chamber")]
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[node name="revolver1" type="Node3D" node_paths=PackedStringArray("anim_player", "barrel_ray", "audio_fire", "audio_empty", "audio_reload", "casing_array", "chamber")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0718293, 0)
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script = ExtResource("2_boy4r")
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weapon_info = ExtResource("3_oxh61")
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@@ -1365,8 +1365,7 @@ barrel_ray = NodePath("revolver1/RayCastBarrel")
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audio_fire = NodePath("Audio/Fire")
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audio_empty = NodePath("Audio/Empty")
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audio_reload = NodePath("Audio/Reload")
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casing_array = [NodePath("revolver1/Chamber/RayCastCasing1"), NodePath("revolver1/Chamber/RayCastCasing2"), NodePath("revolver1/Chamber/RayCastCasing3"), NodePath("revolver1/Chamber/RayCastCasing4"), NodePath("revolver1/Chamber/RayCastCasing5"), NodePath("revolver1/Chamber/RayCastCasing6")]
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bullet_array = [NodePath("revolver1/Chamber/bullet"), NodePath("revolver1/Chamber/bullet_001"), NodePath("revolver1/Chamber/bullet_002"), NodePath("revolver1/Chamber/bullet_003"), NodePath("revolver1/Chamber/bullet_004"), NodePath("revolver1/Chamber/bullet_005")]
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casing_array = [NodePath("revolver1/Chamber/casing"), NodePath("revolver1/Chamber/casing_001"), NodePath("revolver1/Chamber/casing_002"), NodePath("revolver1/Chamber/casing_003"), NodePath("revolver1/Chamber/casing_004"), NodePath("revolver1/Chamber/casing_005")]
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chamber = NodePath("revolver1/Chamber")
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[node name="revolver1" type="MeshInstance3D" parent="."]
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@@ -1479,7 +1478,7 @@ mesh = SubResource("ArrayMesh_0w43n")
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skeleton = NodePath("")
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[node name="Trigger" type="MeshInstance3D" parent="revolver1"]
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transform = Transform3D(0.207537, -0.978227, 3.54117e-06, 0, -3.61999e-06, -1, 0.978227, 0.207537, -7.51281e-07, 0.226752, 0, -0.00209358)
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transform = Transform3D(0.207537, -0.978227, 4.27597e-08, 0, -4.37114e-08, -1, 0.978227, 0.207537, -9.07173e-09, 0.226752, 0, -0.00209358)
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cast_shadow = 0
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mesh = SubResource("ArrayMesh_ahftj")
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skeleton = NodePath("")
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@@ -12,6 +12,7 @@ gun_name = "Mac 10"
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gun_icon = ExtResource("2_a3oyj")
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path = "res://assets/mac_10_uber.tscn"
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weapon_type = 0
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reload_type = 0
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bullet = ExtResource("1_y4ehq")
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fire_mode = 0
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fov_zoom_amt = 0.98
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@@ -9,6 +9,7 @@ gun_name = "machete"
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gun_icon = ExtResource("1_c6dni")
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path = "res://assets/machete.tscn"
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weapon_type = 1
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reload_type = 0
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fire_mode = 1
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fov_zoom_amt = 0.98
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ads = false
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@@ -22,3 +23,4 @@ bullet_force_mod = 5.0
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bullet_speed = 600
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shotgun_spread = Vector3(0.1, 0.1, 0.1)
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pellets_per_shot = 20
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blast_power = 50.0
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@@ -19,7 +19,7 @@ ads = false
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recoil_amount = Vector3(0.05, 0.05, 0.05)
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kick_amount = 0.1
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max_ammo = 6
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start_mags = 30
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start_mags = 1
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bullet_damage = 1
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smoke_enabled = false
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bullet_force_mod = 5.0
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@@ -11,9 +11,9 @@ class_name level
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@export var stamina_drop_enabled = true
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@export var money_drop_enabled = true
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@onready var item_pickup = preload("res://assets/item_pickup.tscn")
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@onready var crown = preload("res://assets/crown.tscn")
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var dead_player = preload("res://assets/dead_cam.tscn")
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const ITEM_PICKUP = preload("res://assets/item_pickup.tscn")
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const CROWN = preload("res://assets/crown.tscn")
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const DEAD_PLAYER = preload("res://assets/dead_cam.tscn")
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const DEAD_ANNOUNCE = preload("res://assets/dead_announce.tscn")
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const CHEST_1 = preload("res://chest1.tscn")
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@@ -65,7 +65,7 @@ func _ready():
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#Spawn Crown
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if GameGlobals.last_hit_path:
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var crown_spawn = crown.instantiate()
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var crown_spawn = CROWN.instantiate()
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var crown_target = get_node(GameGlobals.last_hit_path)
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if crown_target:
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crown_target.add_child(crown_spawn)
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@@ -174,7 +174,7 @@ func die():
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SaveLoad.save_user_data()
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var deadmsg = DEAD_ANNOUNCE.instantiate()
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get_parent().add_child(deadmsg)
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var instance_dead = dead_player.instantiate()
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var instance_dead = DEAD_PLAYER.instantiate()
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instance_dead.global_position = player.camera.global_position
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instance_dead.transform.basis = player.global_transform.basis
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if last_hit != null:
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@@ -13,7 +13,7 @@ class_name weapon
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@export var fire_smoke : GPUParticles3D
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@export var smoke_timer : Timer
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@export_group("Revolver")
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@export var casing_array : Array[RayCast3D]
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@export var casing_array : Array[MeshInstance3D]
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@export var bullet_array : Array[MeshInstance3D]
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@export var chamber : Node
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@export_group("Melee")
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@@ -67,46 +67,34 @@ func _process(_delta):
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looking_mesh.look_at(tracker.global_position)
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else:
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weapon_info.tracker_asset.tracker_indicator_material.emission = TRACKER_NULL_COLOR
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looking_mesh.rotation = lerp(rotation, Vector3(0,0,0), _delta * 4)
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looking_mesh.rotation = lerp(rotation, Vector3(0,0,0), _delta * 4)
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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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match weapon_info.reload_type:
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0:
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if GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] >= weapon_info.max_ammo:
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GameGlobals.gun_ammo[weapon_info.gun_name] += weapon_info.max_ammo
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GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] -= weapon_info.max_ammo
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casings_chamber_last = weapon_info.max_ammo
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else:
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GameGlobals.gun_ammo[weapon_info.gun_name] += GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] -= GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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casings_chamber_last = GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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1:
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#if max ammo in reserve fill all the way
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0: #MAGAZINE
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#calculate ammo to add from reserve --- discards ammo in previous mag
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var ammo_added = clamp(weapon_info.max_ammo,1,GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)])
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#add to gun and remove from reserve
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GameGlobals.gun_ammo[weapon_info.gun_name] += ammo_added
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GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] -= ammo_added
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1: #REVOLVER
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#calculate ammo to add from reserve --- only pulls from what it is missing
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var ammo_needed = weapon_info.max_ammo - GameGlobals.gun_ammo[weapon_info.gun_name]
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if GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] >= weapon_info.max_ammo:
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GameGlobals.gun_ammo[weapon_info.gun_name] += ammo_needed
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GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] -= ammo_needed
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casings_chamber_last = weapon_info.max_ammo
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for i in casing_array:
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i.visible = true
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for i in bullet_array:
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i.visible = true
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player.reloading = false
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#if not max ammo in reserve add remaining ammo
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else:
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GameGlobals.gun_ammo[weapon_info.gun_name] += GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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var casings_in_chamber = GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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casings_chamber_last = GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] -= GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)]
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while casings_in_chamber > 0:
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casing_array[casings_in_chamber].visible = true
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bullet_array[casings_in_chamber].visible = true
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casings_in_chamber -= 1
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await get_tree().create_timer(.01).timeout
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var ammo_added = clamp(ammo_needed,1,GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)])
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#add to gun and remove from reserve
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GameGlobals.gun_ammo[weapon_info.gun_name] += ammo_added
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GameGlobals.ammo_reserve[str(weapon_info.bullet.ammo_type)] -= ammo_added
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#make the added-back casings visible
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var index = 0
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while index <= (ammo_added - 1):
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if index < bullet_array.size():
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bullet_array[index].visible = true
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if index < casing_array.size():
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casing_array[index].visible = true
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index += 1
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func shoot():
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if weapon_info.weapon_type == 0:
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@@ -177,8 +165,11 @@ func spawn_revolver_casings():
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if casing_array.size() > 0:
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var ammo_needed = weapon_info.max_ammo - GameGlobals.gun_ammo[weapon_info.gun_name]
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var index = 0
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while index < ammo_needed:
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bullet_array[index].visible = false
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while index <= ammo_needed - 1:
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if index < bullet_array.size():
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bullet_array[index].visible = false
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if index < casing_array.size():
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casing_array[index].visible = false
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var instance_casing = weapon_info.casing.instantiate()
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instance_casing.position = casing_array[index].global_position
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instance_casing.random_rotation = false
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