hide hud on pause and dead camera
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@@ -37,6 +37,7 @@ var last_hit : Node
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var respawn_position
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var respawn_cam_rotation
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var respawn_rot
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var engine_time_scale_cache : float = 1.0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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@@ -144,6 +145,8 @@ func die():
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get_tree().get_root().add_child(instance_dead)
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instance_dead.camera.current = true
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player.dead = true
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player.crt_filter.visible = true
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player.toggle_hud()
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player.gun.visible = false
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player.crosshair.visible = false
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@@ -157,14 +160,15 @@ func pickup_spawn():
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func pause_menu():
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if paused:
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Engine.time_scale = 1
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Engine.time_scale = engine_time_scale_cache
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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player.crosshair.visible = true
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player.toggle_hud()
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player.pause_menu.hide()
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else:
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engine_time_scale_cache = Engine.time_scale
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Engine.time_scale = 0
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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player.crosshair.visible = false
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player.toggle_hud()
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player.pause_menu.show()
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paused = !paused
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@@ -73,6 +73,7 @@ var gun_fire_pitch_starting
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var current_weapon_index
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var recoiling = false
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var dead = false
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var hud_visible : bool = true
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# Slow Down Variables
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var remaining_stamina = MAX_STAMINA
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@@ -103,6 +104,7 @@ var pickupmsg
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@onready var flashlight_audio: AudioStreamPlayer3D = $Head/Recoil/Camera3D/WeaponHolder/FlashlightButton
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@onready var kick_audio: AudioStreamPlayer3D = $Head/Recoil/Camera3D/Audio/Kick
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@onready var weapon_pickup_audio: AudioStreamPlayer = $Audio/WeaponPickup
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@onready var crt_filter: ColorRect = $Head/Recoil/Camera3D/crtFilter
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func _ready():
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@@ -134,8 +136,8 @@ func _input(event) -> void:
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mouse_input = event.relative
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else:
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if event is InputEventMouseMotion:
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self.rotate_y(-event.relative.x * .00001)
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head.rotate_x(-event.relative.y * .00001)
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self.rotate_y(event.relative.x * .00001)
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head.rotate_x(event.relative.y * .00001)
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head.rotation.x = clamp(head.rotation.x, deg_to_rad(-90), deg_to_rad(85))
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mouse_input = event.relative
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@@ -398,3 +400,10 @@ func enemy_hit():
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hitmarker.visible = true
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await get_tree().create_timer(.1).timeout
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hitmarker.visible = false
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func toggle_hud():
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crosshair.visible = !hud_visible
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ammo_counter.visible = !hud_visible
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stamina_counter.visible = !hud_visible
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hud_visible = !hud_visible
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@@ -55,6 +55,7 @@ func explode():
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body.linear_velocity += blast_velocity
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if body.is_in_group("player"):
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body.velocity += clamp(blast_velocity,Vector3(-7,-7,-7),Vector3(7,7,7))
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body.recoil.add_recoil(Vector3(1,.1,.1),10,10)
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if body.is_in_group("enemy"):
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body.knocked = true
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body.stunned = true
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