FINALLY FIXED REVOLVER CHAMBER
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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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