Remove heavy models and clean the project up
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@ -5,7 +5,7 @@
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[ext_resource type="PackedScene" uid="uid://bmqutwuj28san" path="res://scenes/utils/view_model_camera.tscn" id="4_al83x"]
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[ext_resource type="Script" path="res://scenes/weapon/pistol.gd" id="4_uwcjh"]
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[ext_resource type="PackedScene" uid="uid://d21giy40pnjhe" path="res://scenes/weapon/pistol.tscn" id="5_6k7rq"]
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[ext_resource type="PackedScene" uid="uid://cn7ty4xcbiqaf" path="res://assets/models/character/character.glb" id="8_42pl8"]
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[ext_resource type="PackedScene" path="res://assets/models/character/character.glb" id="8_42pl8"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_adkee"]
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radius = 0.368364
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@ -17,7 +17,6 @@ func _process(delta):
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ray.collision_mask = 1
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ray.enabled = 1
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if ray.is_colliding():
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print("col")
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mesh.visible = false
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particles.emitting = true
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await get_tree().create_timer(1.0).timeout
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@ -3,9 +3,9 @@ extends Node3D
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var bullet = load("res://scenes/weapon/bullet.tscn")
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var instance
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@onready var gun_anim = $Pistol/DEAGLE/GunAnimation
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@onready var gun_anim = $Pistol/Deagle/GunAnimation
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#@onready var gun_barrel = $DEAGLE/CSGSphere3D
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@onready var gun_barrel = $Pistol/DEAGLE/RayCast3D
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@onready var gun_barrel = $Pistol/Deagle/RayCast3D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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