death camera mostly working
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@@ -1,6 +1,6 @@
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extends CharacterBody3D
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var player = null
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var player
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@export var health = 3
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@export var number_of_drops = 3
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@@ -19,7 +19,7 @@ const MAX_AV = 10
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@onready var level_control = get_tree().current_scene
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@onready var nav_agent = $NavigationAgent3D
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@onready var target = $body/target
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#@onready var target = $body/target
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@onready var movement_shape = $MovementShape
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@onready var barrel_1 = $TurretLook/Turret/Barrel1
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@onready var barrel_2 = $TurretLook/Turret/Barrel2
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@@ -57,7 +57,7 @@ var knocked = false
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var stunned = false
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func _ready():
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player = get_node(player_path)
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player = level_control.player
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turret_material.emission_enabled = false
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#randomly start the postfire timer so enemy turrets aren't synced
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@@ -69,13 +69,15 @@ func _process(delta):
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# Navigation
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if !knocked:
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velocity = hive_velocity
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if hive_velocity:
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velocity = hive_velocity
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if !stunned:
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spider_look_next.look_at(Vector3(player.global_position.x, 0, player.global_position.z), Vector3.UP)
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body.rotation.y = lerp(body.rotation.y, spider_look_next.rotation.y, delta * 1)
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turret_look_next.look_at(player.global_position,Vector3.UP)
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turret_look.rotation = lerp(turret_look.rotation,turret_look_next.rotation,delta * turret_look_speed)
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if player != null:
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spider_look_next.look_at(Vector3(player.global_position.x, 0, player.global_position.z), Vector3.UP)
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body.rotation.y = lerp(body.rotation.y, spider_look_next.rotation.y, delta * 1)
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turret_look_next.look_at(player.global_position,Vector3.UP)
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turret_look.rotation = lerp(turret_look.rotation,turret_look_next.rotation,delta * turret_look_speed)
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else:
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body.rotation.y = lerp(body.rotation.y, body.rotation.y + 10, delta * .1)
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turret_look.rotation.y = lerp(turret_look.rotation.y,turret_look.rotation.y - 10,delta * .5)
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@@ -130,6 +132,7 @@ func _on_prefire_timer_timeout():
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instance_bullet.bullet_drop = bullet_drop
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instance_bullet.random_spread_amt = random_spread_amt
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instance_bullet.bullet_damage = bullet_damage
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instance_bullet.fired_by = self
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get_tree().get_root().add_child(instance_bullet)
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#barrel 2 fire
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@@ -140,6 +143,7 @@ func _on_prefire_timer_timeout():
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instance_bullet2.bullet_drop = bullet_drop
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instance_bullet2.random_spread_amt = random_spread_amt
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instance_bullet2.bullet_damage = bullet_damage
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instance_bullet2.fired_by = self
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get_tree().get_root().add_child(instance_bullet2)
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turret_material.emission_enabled = false
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