FINALLY FIXED REVOLVER CHAMBER
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@@ -1,86 +0,0 @@
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extends RigidBody3D
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@export var collision_shape = Node
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@export var despawning = false
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@export var despawn_time_s = 10
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@export_enum("Ammo", "Stamina", "Health", "Money","Weapon") var pickupType: int
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@onready var level_control = get_tree().current_scene
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@onready var timer: Timer = $Timer
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var pickupable = false
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var pick_up = false
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var rand_amt
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var player_follow
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var player
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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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add_to_group("pickup")
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add_to_group("spawned")
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add_to_group("persist")
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#find player
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player = level_control.player
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rand_amt = randi_range(25,100)
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if despawning == true:
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timer.wait_time = despawn_time_s
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timer.start()
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func _physics_process(delta):
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if player_follow != null:
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if !pick_up:
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despawning = false
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angular_velocity = lerp(angular_velocity, Vector3(0,0,0), delta)
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position = lerp(position, player.item_holder.global_position, 25 * delta)
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if abs(position - player.item_holder.global_position) < Vector3(.5,.5,.5):
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await get_tree().create_timer(1).timeout
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position = lerp(position, player.camera.global_position, .01 * delta)
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await get_tree().create_timer(.01).timeout
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picked_up()
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func picked_up():
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player.pickup_sound.pitch_scale = 1 + randf_range(-.3,.3)
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player.pickup_sound.play()
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Input.start_joy_vibration(0,.1,.1,.1)
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match pickupType:
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# Ammo
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0:
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var ammo_add_amount : int = (rand_amt * .01) * player.gun.max_ammo
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level_control.ammo_reserve[level_control.current_gun_index] += ammo_add_amount
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print("ammo + " +str(ammo_add_amount))
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# Stamina
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1:
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var stamina_add_amount = (rand_amt * .01) * player.MAX_STAMINA
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player.remaining_stamina += stamina_add_amount
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print("stamina + " +str(stamina_add_amount))
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# Health
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2:
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level_control.health += 1
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# Money
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3:
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level_control.money += rand_amt
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queue_free()
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func _on_timer_timeout() -> void:
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if despawning == true:
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collision_shape.disabled = true
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await get_tree().create_timer(1).timeout
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self.queue_free()
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func save():
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var save_dict = {
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"filename" : get_scene_file_path(),
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"parent" : get_parent().get_path(),
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"pos_x" : position.x,
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"pos_y" : position.y,
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"pos_z" : position.z,
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"rot_x" : rotation.x,
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"rot_y" : rotation.y,
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"rot_z" : rotation.z
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}
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return save_dict
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@@ -553,10 +553,11 @@ func aim_down_sights(delta):
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camera.fov = lerp(camera.fov,BASE_FOV - float(gun.fov_zoom_amt),(delta * 5)/Engine.time_scale)
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gun.position = lerp(gun.position,ADS_POS,delta * 10 / Engine.time_scale)
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else:
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gun.position = lerp(gun.position, weapon_start_pos,delta * 2)
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camera.fov = lerp(camera.fov,BASE_FOV - float(gun.fov_zoom_amt),(delta * 4)/Engine.time_scale)
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weapon_holder.rotation = lerp(weapon_holder.rotation,Vector3(0,0,0),(delta * 10)/Engine.time_scale)
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gun.position = lerp(gun.position, weapon_start_pos,(delta * 4)/Engine.time_scale)
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camera.fov = lerp(camera.fov,BASE_FOV - float(gun.fov_zoom_amt),(delta * 5)/Engine.time_scale)
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else:
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gun.position = lerp(gun.position, weapon_start_pos,delta * 10)
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gun.position = lerp(gun.position, weapon_start_pos,(delta * 100)/Engine.time_scale)
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func grab_moveable(body):
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holster_gun(true)
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@@ -64,6 +64,7 @@ var cycle_count
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@onready var level_control = get_tree().current_scene
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@onready var ammo_current
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var chamber_rot_amt = 0
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var casing_array = []
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var casing_spawn_array = []
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var bullet_array = []
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@@ -97,7 +98,9 @@ func _ready():
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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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pass
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var rot_amount = chamber_rot_amt * delta * 10
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chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(rot_amount))
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chamber_rot_amt -= rot_amount
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func reload_finished():
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@@ -147,7 +150,7 @@ func fire(delta):
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if player.gun_folded == false:
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instance_bullet.transform.basis = player.bullet_ray.global_transform.basis
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else:
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instance_bullet.transform.basis = barrel_raycast.global_transform.basis
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instance_bullet.transform.basis = barrel_raycast.global_transform.basis
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instance_bullet.bullet_speed = bullet_speed
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.bullet_damage = bullet_damage
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@@ -159,7 +162,7 @@ func fire(delta):
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get_tree().get_root().add_child(instance_bullet)
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player.recoil.add_recoil(Vector3(0,recoil_amount.y,recoil_amount.z),10,recoil_speed_change)
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player.recoil.add_gun_recoil(recoil_amount.x)
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chamber.rotate_object_local(Vector3(0,-1,0),deg_to_rad(60))
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chamber_rot_amt += 60
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Input.start_joy_vibration(0,.5,.9,.2)
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func reload():
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