gun folding seems mostly fixed
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@@ -36,8 +36,8 @@ var cycle_count
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@export var audio_empty : Node
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@export var audio_empty : Node
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@export var audio_reload : Node
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@export var audio_reload : Node
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@onready var player = $"../../../../"
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@onready var player = get_tree().current_scene.player
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@onready var level_control = $"../../../../../"
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@onready var level_control = get_tree().current_scene
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@onready var ammo_current
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@onready var ammo_current
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var rng = RandomNumberGenerator.new()
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var rng = RandomNumberGenerator.new()
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var gun_index
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var gun_index
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@@ -46,8 +46,6 @@ var ammo_reserve
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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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start_position = self.position
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start_rotation = self.rotation
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random_spread_start = random_spread_amt
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random_spread_start = random_spread_amt
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ammo_current = level_control.ammo_current[gun_index]
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ammo_current = level_control.ammo_current[gun_index]
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@@ -54,6 +54,8 @@ var ammo
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var ammo_reserve
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var ammo_reserve
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var bullet_damage
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var bullet_damage
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var def_weapon_holder_pos : Vector3
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var def_weapon_holder_pos : Vector3
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var weapon_holder_start_rot
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var weapon_holder_start_pos
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var gun_folded = false
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var gun_folded = false
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var recoiling_fade = 0
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var recoiling_fade = 0
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var bullet_destination
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var bullet_destination
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@@ -90,6 +92,10 @@ var pickupmsg
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func _ready():
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func _ready():
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weapon_holder_start_rot = weapon_holder.rotation
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weapon_holder_start_pos = weapon_holder.position
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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start_sensitivity = SENSITIVITY
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start_sensitivity = SENSITIVITY
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@@ -102,11 +108,11 @@ func _ready():
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if AUDIO == false:
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if AUDIO == false:
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AudioServer.set_bus_volume_db(0,-80)
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AudioServer.set_bus_volume_db(0,-80)
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func _unhandled_input(event):
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func _unhandled_input(event) -> void:
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion:
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self.rotate_y(-event.relative.x * SENSITIVITY)
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self.rotate_y(-event.relative.x * SENSITIVITY)
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camera.rotate_x(-event.relative.y * SENSITIVITY)
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head.rotate_x(-event.relative.y * SENSITIVITY)
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camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-90), deg_to_rad(85))
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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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mouse_input = event.relative
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@@ -235,12 +241,12 @@ func _physics_process(delta):
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# Gun folding out of the way
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# Gun folding out of the way
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if gun_ray.is_colliding():
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if gun_ray.is_colliding():
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gun.rotation = lerp(gun.rotation, Vector3(1, -1, -.25), delta * 10)
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weapon_holder.rotation = lerp(weapon_holder.rotation, Vector3(2, -1, -1), delta * 7)
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gun.position = lerp(gun.position, Vector3(gun.start_position.x-.15,gun.start_position.y +.2,gun.start_position.z +.6),(delta*10))
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weapon_holder.position = lerp(weapon_holder.position, Vector3(-.02,-.1,.06),(delta * 7))
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gun_folded = true
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gun_folded = true
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elif !gun_ray.is_colliding():
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elif !gun_ray.is_colliding():
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gun.rotation = lerp(gun.rotation, gun.start_rotation,delta*7)
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weapon_holder.rotation = lerp(weapon_holder.rotation, weapon_holder_start_rot,delta*7)
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gun.position = lerp(gun.position, gun.start_position,delta*7)
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weapon_holder.position = lerp(weapon_holder.position, weapon_holder_start_pos,delta*7)
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gun_folded = false
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gun_folded = false
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#Weapon Swap Up
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#Weapon Swap Up
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@@ -302,6 +308,8 @@ func _on_pick_up_magnet_body_entered(body):
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func weapon_tilt(input_x, delta):
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func weapon_tilt(input_x, delta):
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if weapon_holder:
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if weapon_holder:
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weapon_holder.rotation.z = lerp(weapon_holder.rotation.z, -input_x * weapon_rotation_amount * 10, 4 * delta)
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weapon_holder.rotation.z = lerp(weapon_holder.rotation.z, -input_x * weapon_rotation_amount * 10, 4 * delta)
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if camera:
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camera.rotation.z = lerp(camera.rotation.z, -input_x * .1, 5 * delta)
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func weapon_sway(delta):
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func weapon_sway(delta):
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mouse_input = lerp(mouse_input, Vector2.ZERO, 10 * delta)
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mouse_input = lerp(mouse_input, Vector2.ZERO, 10 * delta)
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@@ -320,5 +328,6 @@ func weapon_bob(vel : float, delta):
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weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x, .1 * delta)
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weapon_holder.position.x = lerp(weapon_holder.position.x, def_weapon_holder_pos.x, .1 * delta)
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func weapon_recoil(delta):
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func weapon_recoil(delta):
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var recoil_to = camera.rotation.x + gun.recoil_amount
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pass
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camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(85))
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#var recoil_to = camera.rotation.x + gun.recoil_amount
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#camera.rotation.x = clamp(lerp(camera.rotation.x,recoil_to, .05), deg_to_rad(-90), deg_to_rad(85))
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