Fix the aiming and bullet creation
This commit is contained in:
@ -7,6 +7,7 @@ class_name PlayerPlaceholder
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@onready var client_node: CharacterBody3D = $PlayerControlledNode
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@onready var server_node: PlayerServerNode = $ServerControlledNode
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@export var character_speed: int = 5
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@onready var bullet_starting_poing: Node3D = $ServerControlledNode/BulletStartingPoint
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@ -109,7 +110,5 @@ func adjust_rotation(x: float, y: float, z: float):
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push_warning("player rotation is not valid, adjusting")
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client_node.rotation = desired_rotation
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func is_vector_a_lower_than_b(vec_a: Vector3, vec_b: Vector3) -> bool:
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return vec_a.x < vec_b.x and vec_a.y < vec_b.y and vec_a.z < vec_b.z
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@ -1,9 +1,10 @@
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[gd_scene load_steps=13 format=3 uid="uid://bmm3brgvr4d86"]
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[gd_scene load_steps=15 format=3 uid="uid://bmm3brgvr4d86"]
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[ext_resource type="Script" path="res://scenes/player/player_input_controller.gd" id="1_m6tul"]
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[ext_resource type="Script" path="res://scenes/player/placeholder.gd" id="1_ts455"]
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[ext_resource type="Texture2D" uid="uid://oopj5mj1vdp0" path="res://assets/crosshairs/crosshair_default.png" id="3_8ulsx"]
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[ext_resource type="PackedScene" uid="uid://dtvo21mk1webd" path="res://scenes/weapon/guns/ak/with_hands.tscn" id="3_xxv4y"]
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[ext_resource type="PackedScene" uid="uid://1txob6jskn5s" path="res://scenes/characters/blue/dummy.tscn" id="5_16l76"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_taqso"]
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radius = 0.4
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@ -66,9 +67,13 @@ tracks/0/keys = {
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"values": [Vector3(0, 0, 0), Vector3(0, -0.01, -0.01), Vector3(0, 0, 0)]
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}
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[sub_resource type="Animation" id="Animation_fhivu"]
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resource_name = "idle"
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_u1b6p"]
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_data = {
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"RESET": SubResource("Animation_falg4"),
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"idle": SubResource("Animation_fhivu"),
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"move": SubResource("Animation_mkk0p"),
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"shooting": SubResource("Animation_ah507")
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}
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@ -86,6 +91,18 @@ properties/2/replication_mode = 1
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properties/3/path = NodePath(".:initial_position")
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properties/3/spawn = true
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properties/3/replication_mode = 2
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properties/4/path = NodePath("PlayerControlledNode/CameraMount/BulletStartingPoint:position")
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properties/4/spawn = true
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properties/4/replication_mode = 1
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properties/5/path = NodePath("PlayerControlledNode/CameraMount/BulletStartingPoint:rotation")
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properties/5/spawn = true
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properties/5/replication_mode = 1
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properties/6/path = NodePath("PlayerControlledNode/CameraMount:rotation")
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properties/6/spawn = true
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properties/6/replication_mode = 1
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properties/7/path = NodePath("ServerControlledNode/BulletStartingPoint:rotation")
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properties/7/spawn = true
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properties/7/replication_mode = 1
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[node name="Placeholder" type="Node3D"]
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script = ExtResource("1_ts455")
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@ -99,7 +116,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.786919, 0)
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shape = SubResource("CapsuleShape3D_taqso")
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[node name="CameraMount" type="Node3D" parent="PlayerControlledNode"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.29568, -0.412934)
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.29568, -0.355108)
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[node name="Camera3D" type="Camera3D" parent="PlayerControlledNode/CameraMount"]
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cull_mask = 524287
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@ -173,23 +190,17 @@ fov = 40.0
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[node name="GunMount" type="Node3D" parent="PlayerControlledNode/CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D"]
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[node name="AnimationPlayer" type="AnimationPlayer" parent="PlayerControlledNode/CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D/GunMount"]
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active = false
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libraries = {
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"": SubResource("AnimationLibrary_u1b6p")
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}
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[node name="WithHands" parent="PlayerControlledNode/CameraMount/Camera3D/HUD/SubViewportContainer/SubViewport/Camera3D/GunMount" instance=ExtResource("3_xxv4y")]
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transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 0.51335, -0.655058, -1.67097)
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transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, -0.3, -0.4, 0)
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visible = false
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[node name="BulletStartingPoint" type="Node3D" parent="PlayerControlledNode/CameraMount"]
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 0, -0.42185)
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[node name="AimRay" type="RayCast3D" parent="PlayerControlledNode/CameraMount/BulletStartingPoint"]
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target_position = Vector3(0, 0, 1000)
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hit_from_inside = true
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collide_with_areas = true
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[node name="Node3D" type="Node3D" parent="PlayerControlledNode"]
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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@ -205,4 +216,13 @@ collision_layer = 4
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.786919, 0)
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shape = SubResource("CapsuleShape3D_taqso")
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[node name="BulletStartingPoint" type="Node3D" parent="ServerControlledNode"]
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 1.287, -0.54568)
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[node name="Dummy" parent="ServerControlledNode" instance=ExtResource("5_16l76")]
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visible = false
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[node name="CameraMount" type="Node3D" parent="ServerControlledNode"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.15245, -0.0611187)
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[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"]
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@ -7,6 +7,7 @@
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extends CharacterBody3D
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@export var jumping := false
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var shooting := false
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@export var input_direction := Vector2()
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@onready var camera_mount = $CameraMount
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@ -28,6 +29,7 @@ var current_weapon_damage: int
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var current_weapon_bullet_speed: int
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var current_weapon_cooldown_interwal: float
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var look_dir: Vector2
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var moving = false
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func _ready() -> void:
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global_position = $"..".initial_position
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# -- TODO: It should not be hardcoded
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@ -37,7 +39,7 @@ func _ready() -> void:
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var scene: PackedScene = ResourceLoader.load(path)
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var node: Node3D = scene.instantiate()
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node.scale = Vector3(0.5,0.5,0.5)
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node.position = Vector3(0.5, -0.5, -1.5)
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node.position = Vector3(-0.3, -0.4, 0)
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current_weapon_bullet_speed = node.bullet_speed
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current_weapon_cooldown_interwal = node.cooldown
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current_weapon_damage = node.damage
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@ -47,14 +49,19 @@ func _ready() -> void:
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func _input(event):
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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if Input.is_action_just_pressed("jump"): jumping = true
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if Input.is_action_pressed("shoot"): shooting = true
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if Input.is_action_just_released("shoot"): shooting = false
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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look_dir = event.relative * 1
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rotation.y -= look_dir.x * camera_sens * 1.0
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camera_mount.rotation.x = clamp(camera_mount.rotation.x - look_dir.y * camera_sens * 1.0, -1.5, 1.5)
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server_node.set_rotation_y.rpc_id(1, rotation.y)
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server_node.set_rotation_x.rpc_id(1, rotation.x)
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server_node.set_rotation_x.rpc_id(1, -camera_mount.rotation.x)
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#server_node.set_input_direction.rpc_id(1, rotation.x, rotation.y)
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if Input.is_action_pressed("move_left") or Input.is_action_pressed("move_right") or Input.is_action_pressed("move_forward") or Input.is_action_pressed("move_backwards"):
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moving = true
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else:
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moving = false
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@onready var server_node: PlayerServerNode = $"../ServerControlledNode"
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@ -64,27 +71,33 @@ func _physics_process(delta: float) -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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input_direction = Input.get_vector("move_left", "move_right", "move_forward", "move_backwards")
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server_node.set_input_direction.rpc_id(1, input_direction)
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if Input.is_action_just_pressed("jump"):
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server_node.jump.rpc_id(1)
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if Input.is_action_pressed("shot"): _shoot()
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if multiplayer.get_unique_id() == get_multiplayer_authority():
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if not is_on_floor():
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velocity += get_gravity() * delta
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if is_on_floor() && jumping:
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server_node.jump.rpc_id(1)
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velocity.y = JUMP_VELOCITY
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if shooting:
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server_node.shoot.rpc_id(1)
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jumping = false
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var direction := (transform.basis * Vector3(input_direction.x, 0, input_direction.y)).normalized()
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if is_on_floor():
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if direction:
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#first_view_legs_anim.play("Run Forward")
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gun_mount_anim.play("move")
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velocity.x = direction.x * placeholder.character_speed
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velocity.z = direction.z * placeholder.character_speed
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else:
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velocity.x = move_toward(velocity.x, 0, placeholder.character_speed)
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velocity.z = move_toward(velocity.z, 0, placeholder.character_speed)
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func _process(delta: float) -> void:
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move_and_slide()
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if moving:
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gun_mount_anim.play("move")
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else:
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gun_mount_anim.stop()
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move_and_slide()
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var cant_shoot: bool = false
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