started on revolver script
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@@ -20,16 +20,14 @@ var cycle_count
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@export var fire_pitch_scale_amt = .2
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@export_group("Gun Assets")
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@export_subgroup("Main Assets")
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@export var flare_light : Node
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@export var chamber : Node
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@export var bullet : Resource
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@export var bullethole : Resource
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@export var casing : Resource
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@export var mag : Resource
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@export_subgroup("Raycast Nodes")
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@export var anim_player : Node
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@export var barrel_raycast : Node
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@export var casing_ejector : Node
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@export var mag_ejector : Node
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@export var casing_ejectors : Node
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@export_subgroup("Audio Clips")
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@export var audio_fire : Node
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@export var audio_empty : Node
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@@ -106,10 +104,10 @@ func shoot(player,delta):
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instance_bullet.instance_bullethole = bullethole.instantiate()
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instance_bullet.gun = self
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get_tree().get_root().add_child(instance_bullet)
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# chamberspin transform
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#chamber.rotate.x =
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if fire_mode != 0:
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cycle_count -= 1
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elif !anim_player.is_playing() and cycle_count != 0:
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anim_player.play("empty")
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@@ -126,11 +124,12 @@ func reload(player,delta):
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else:
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level_control.ammo_current[gun_index] = 1
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func spawn_mag():
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var instance_mag = mag.instantiate()
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instance_mag.position = mag_ejector.global_position
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instance_mag.transform.basis = mag_ejector.global_transform.basis
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get_tree().get_root().add_child(instance_mag)
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func spawn_casings():
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pass
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#var instance_mag = mag.instantiate()
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#instance_mag.position = mag_ejector.global_position
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#instance_mag.transform.basis = mag_ejector.global_transform.basis
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#get_tree().get_root().add_child(instance_mag)
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func swapped_out():
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queue_free()
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