extends Node3D var start_position var start_rotation var random_spread_start @export_group("Gun Feel") @export var recoil_amount = .2 @export var max_ammo = 15 @export var start_mags = 3 @export var bullet_damage = 1 @export var kick_amount = 1 @export var bullet_speed = 150 @export var bullet_drop = .3 @export var random_spread_amt = 1.0 @export_group("Gun Assets") @export_subgroup("Main Assets") @export var flare_light : Node @export var bullet : Resource @export var bullethole : Resource @export var casing : Resource @export var mag : Resource @export_subgroup("Raycast Nodes") @export var anim_player : Node @export var barrel_raycast : Node @export var casing_ejector : Node @export var mag_ejector : Node @export_subgroup("Audio Clips") @export var audio_fire : Node @export var audio_empty : Node @export var audio_reload : Node @onready var player = $"../../../../" # Called when the node enters the scene tree for the first time. func _ready(): start_position = self.position start_rotation = self.rotation random_spread_start = random_spread_amt # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): pass func _on_gun_anims_animation_finished(anim_name): if anim_name == "reload": if player.ammo_reserve >= max_ammo: player.ammo += max_ammo player.ammo_reserve -= max_ammo player.reloading = false else: player.ammo += player.ammo_reserve player.ammo_reserve -= player.ammo_reserve player.reloading = false