fixed the recoil jiggle
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@@ -404,7 +404,8 @@ _data = {
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[node name="mac10" node_paths=PackedStringArray("flare_light", "anim_player", "barrel_raycast", "casing_ejector", "mag_ejector", "audio_fire", "audio_empty", "audio_reload") instance=ExtResource("1_nb4p5")]
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[node name="mac10" node_paths=PackedStringArray("flare_light", "anim_player", "barrel_raycast", "casing_ejector", "mag_ejector", "audio_fire", "audio_empty", "audio_reload") instance=ExtResource("1_nb4p5")]
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script = ExtResource("2_tskiy")
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script = ExtResource("2_tskiy")
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gun_name = "Mac 10"
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gun_name = "Mac 10"
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recoil_amount = Vector3(0.05, 0.05, 0.05)
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fov_zoom_amt = 0.995
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recoil_amount = Vector3(0.02, 0.05, 0.05)
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max_ammo = 20
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max_ammo = 20
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bullet_damage = 2
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bullet_damage = 2
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bullet_speed = 1500
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bullet_speed = 1500
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@@ -1067,10 +1067,9 @@ _data = {
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[node name="revolver1" node_paths=PackedStringArray("chamber", "casing0", "casing1", "casing2", "casing3", "casing4", "casing5", "casing_spawn0", "casing_spawn1", "casing_spawn2", "casing_spawn3", "casing_spawn4", "casing_spawn5", "bullet0", "bullet1", "bullet2", "bullet3", "bullet4", "bullet5", "anim_player", "barrel_raycast", "audio_fire", "audio_empty", "audio_reload") instance=ExtResource("1_i5f84")]
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[node name="revolver1" node_paths=PackedStringArray("chamber", "casing0", "casing1", "casing2", "casing3", "casing4", "casing5", "casing_spawn0", "casing_spawn1", "casing_spawn2", "casing_spawn3", "casing_spawn4", "casing_spawn5", "bullet0", "bullet1", "bullet2", "bullet3", "bullet4", "bullet5", "anim_player", "barrel_raycast", "audio_fire", "audio_empty", "audio_reload") instance=ExtResource("1_i5f84")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0718293, 0)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.0718293, 0)
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script = ExtResource("2_7rsti")
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script = ExtResource("2_7rsti")
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gun_name = "Ye Ol' Revolver"
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gun_name = ".44 Galore"
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fire_mode = 1
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fire_mode = 1
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fov_zoom_amt = 0.97
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recoil_amount = Vector3(0.25, 0.1, 0.1)
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recoil_amount = Vector3(0.5, 0.1, 0.1)
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max_ammo = 6
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max_ammo = 6
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bullet_damage = 5
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bullet_damage = 5
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bullet_force_mod = 10
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bullet_force_mod = 10
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@@ -5,7 +5,6 @@ var speed : float = 10
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var current_rotation : Vector3
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var current_rotation : Vector3
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var target_rotation : Vector3
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var target_rotation : Vector3
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var head_current_rotation : float
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var gun_recoil_target_rotation : float = 0
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var gun_recoil_target_rotation : float = 0
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var gun_recoil
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var gun_recoil
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@@ -24,11 +23,11 @@ func _process(delta: float) -> void:
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basis = Quaternion.from_euler(current_rotation)
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basis = Quaternion.from_euler(current_rotation)
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#Handle Gun Recoil
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#Handle Gun Recoil
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head_current_rotation = lerp(head_current_rotation, gun_recoil_target_rotation, delta * 10)
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gun_recoil = lerp(0.0,gun_recoil_target_rotation, delta * 30)
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gun_recoil = lerp(head_current_rotation,gun_recoil_target_rotation, delta * snap_amount)
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head.rotation.x = clamp(head.rotation.x + gun_recoil, deg_to_rad(-90), deg_to_rad(85))
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head.rotation.x = clamp(head.rotation.x + gun_recoil, deg_to_rad(-90), deg_to_rad(85))
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gun_recoil_target_rotation -= gun_recoil
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gun_recoil_target_rotation -= gun_recoil
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func add_recoil(recoil_amount,snap_change,speed_change) -> void:
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func add_recoil(recoil_amount,snap_change,speed_change) -> void:
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#set to provided snap/speed changes
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#set to provided snap/speed changes
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snap_amount = snap_change
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snap_amount = snap_change
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