Spiders now spin and drop loot before dying
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@@ -8,7 +8,7 @@ var last_enemy : bool = false
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@export var health = 3
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@export var SPEED = 3.0
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const MAX_LV = 20
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const MAX_LV = 30
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const MAX_AV = 10
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@export_enum("Enemy", "Trap") var enemy_type: int
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@@ -63,6 +63,8 @@ var body_look_to
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var distance_to_player
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var hive_velocity
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var hive_nav_point
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var dying
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var can_die : bool = false
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var player_in_view = false
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var player_last_seen
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var knocked = false
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@@ -105,12 +107,20 @@ func _process(delta):
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move_and_slide()
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if dying:
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turret.global_rotation.y += 100 * delta
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#fire(barrel_1)
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#fire(barrel_2)
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if can_die:
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die()
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func _on_area_3d_body_part_hit(dam,bullet_damage):
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health -= dam * bullet_damage
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print("health: " + str(health))
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if health <= 0:
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die()
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dying_throws()
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func _on_prefire_timer_timeout():
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@@ -163,6 +173,10 @@ func spawn_casing():
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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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func dying_throws():
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dying = true
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drop_loot(loot_amount)
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func die():
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#remove from parent array
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get_parent().enemies.erase(self)
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@@ -195,5 +209,9 @@ func drop_loot(number_of_drops):
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rand_item.transform.basis = self.global_transform.basis
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rand_item.linear_velocity += self.global_transform.basis * Vector3(lv_x,lv_y,lv_z)
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rand_item.angular_velocity += self.global_transform.basis * Vector3(av_x,av_y,av_z)
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await get_tree().create_timer(.05).timeout
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get_tree().get_root().add_child(rand_item)
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number_of_drops -= 1
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if number_of_drops <= 0:
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can_die = true
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