fixed melee collision being enabled at start
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@@ -21,6 +21,7 @@ time_slowed_speed = 0.1
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stamina_regen = false
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stamina_regen = false
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max_stamina = 100.0
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max_stamina = 100.0
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stamina_drain = 20.0
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stamina_drain = 20.0
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stamina_gain = 5.0
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air_dash_max = 1
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air_dash_max = 1
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load_save = false
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load_save = false
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money_multiplier = 1.0
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money_multiplier = 1.0
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@@ -10,7 +10,7 @@ win_conditions = 0
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survival_time = 160.0
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survival_time = 160.0
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max_number_of_chests = 3
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max_number_of_chests = 3
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money_lost_multiplier = 0.5
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money_lost_multiplier = 0.5
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weapon_penalty = 0
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weapon_penalty = 1
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weapon_drop_percentage = 0.5
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weapon_drop_percentage = 0.5
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ammo_drop_percentage = 0.5
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ammo_drop_percentage = 0.5
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walk_speed = 12.0
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walk_speed = 12.0
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@@ -21,6 +21,7 @@ time_slowed_speed = 0.1
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stamina_regen = true
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stamina_regen = true
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max_stamina = 100.0
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max_stamina = 100.0
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stamina_drain = 20.0
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stamina_drain = 20.0
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stamina_gain = 5.0
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air_dash_max = 1
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air_dash_max = 1
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load_save = false
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load_save = false
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money_multiplier = 1.0
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money_multiplier = 1.0
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@@ -9,7 +9,7 @@ class_name gamemode
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@export_group("Rewards and Penalties")
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@export_group("Rewards and Penalties")
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@export var max_number_of_chests : int = 3
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@export var max_number_of_chests : int = 3
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@export var money_lost_multiplier : float = .5
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@export var money_lost_multiplier : float = .5
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@export_enum("Drop All Weapons","Drop Random","Drop None") var weapon_penalty = 0
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@export_enum("Drop All Weapons","Drop Random","Drop None") var weapon_penalty = 1
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@export var weapon_drop_percentage : float = .5
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@export var weapon_drop_percentage : float = .5
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@export var ammo_drop_percentage : float = .5
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@export var ammo_drop_percentage : float = .5
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@export_group("Player Movement")
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@export_group("Player Movement")
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@@ -42,6 +42,9 @@ var cycle_count
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# Called when the node enters the scene tree for the first time.
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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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func _ready():
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if melee_collision_shape != null:
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melee_collision_shape.disabled = true
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if weapon_info.weapon_type != 1:
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if weapon_info.weapon_type != 1:
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casings_chamber_last = weapon_info.max_ammo
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casings_chamber_last = weapon_info.max_ammo
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