more fixes to machete but not working yet
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@@ -209,6 +209,8 @@ func pickup_spawn(randomized):
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i_weight = 1.0 - clamp(float(player.ammo_reserve[str(i)]) / float(expected_ammo["shotgun"]),0,1)
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4:
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i_weight = 1.0 - clamp(float(player.ammo_reserve[str(i)]) / float(expected_ammo["rocket"]),0,1)
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5:
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i_weight = 0
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if i_weight > ammo_weight:
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ammo_weight = i_weight
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ammo_type_weight[i] = i_weight + drop_chance_minimum
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@@ -44,7 +44,7 @@ func _physics_process(delta):
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if body.has_method("hit"):
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hit_indicator.play()
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enemy_particles.emitting = true
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ray.get_collider().hit(bullet_damage)
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body.hit(bullet_damage)
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#bullethole effect
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body.add_child(instance_bullethole)
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15
scripts/melee_collision.gd
Normal file
15
scripts/melee_collision.gd
Normal file
@@ -0,0 +1,15 @@
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extends Area3D
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var bullet_damage
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@onready var machete: Node3D = $"../.."
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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bullet_damage = machete.bullet_damage
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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@@ -5,6 +5,7 @@ extends Node3D
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@export var gun_name : String
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@export var gun_icon : Texture2D
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@export_enum("Light", "Medium", "Heavy", "Shotgun", "Rocket","Melee") var ammo_type: int
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@export var collision_shape : Node
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@export var fov_zoom_amt = 0
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@export var ads : bool = false
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@export var recoil_amount : Vector3 = Vector3(0,.2,.2)
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@@ -31,7 +32,7 @@ var gun_index
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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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pass
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collision_shape.disabled = true
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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@@ -46,8 +47,23 @@ func shoot(delta):
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player.recoil.add_gun_recoil(recoil_amount.x)
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SignalBus.emit_signal("shot_fired")
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func collider_enable():
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collision_shape.disabled = false
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func collider_disable():
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collision_shape.disabled = true
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func swapped_out():
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queue_free()
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func vibration():
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Input.start_joy_vibration(0,.1,.5,.1)
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func _on_area_3d_body_entered(body: Node3D) -> void:
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if body.has_method("hit"):
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body.hit(bullet_damage)
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if body.is_in_group("breakable"):
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var current_velocity = transform.basis * Vector3(0,0,-1)
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body.breaking(current_velocity)
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