extends Node var game_loaded = false var high_score = 0 var money = 0 var health var held_guns = [] var current_gun_index var gun_ammo = {} var ammo_reserve = {} func _ready() -> void: SignalBus.money_changed.connect(money_update) func money_update(): if money > high_score: high_score = money func money_penalty(): var level_control = get_tree().current_scene #Save High Scores if money >= high_score: high_score = money #Do money penalty money = money * level_control.gamemode.money_lost_multiplier func weapon_penalty(): var level_control = get_tree().current_scene match level_control.gamemode.weapon_penalty: 0: #Drop All GameGlobals.held_guns = [] 1: #Drop Percentage var weapons_lost = GameGlobals.held_guns.size() * level_control.gamemode.weapon_drop_percentage for weapon in weapons_lost: GameGlobals.held_guns.erase(GameGlobals.held_guns.pick_random()) 2: #Do Nothing pass