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add-weapon
Author | SHA1 | Date | |
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b4da54c2ac |
@ -26,6 +26,8 @@ window/size/viewport_width=1920
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window/size/viewport_height=1964
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window/size/viewport_height=1964
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window/size/mode=4
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window/size/mode=4
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window/size/borderless=true
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window/size/borderless=true
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window/stretch/mode="canvas_items"
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window/stretch/aspect="expand"
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window/vsync/vsync_mode=2
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window/vsync/vsync_mode=2
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[filesystem]
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[filesystem]
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@ -9,12 +9,13 @@ class_name WeaponController extends Node3D
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@export var cooldown: float = 0
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@export var cooldown: float = 0
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# bullet speed in m/s
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# bullet speed in m/s
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@export var bullet_speed: int = 0
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@export var bullet_speed: int = 0
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@export var bullet_spread_script: GDScript
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@export var bullet_spread_script: Resource
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# Called when the node enters the scene tree for the first time.
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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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func _ready() -> void:
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pass # Replace with function body.
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if bullet_spread_script:
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bullet_spread_script = bullet_spread_script.new()
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bullet_spread_script.reset_spread()
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@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
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@onready var bullet_trace_distance: Node3D = $BulletTraceDistance
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@onready var bullet_trail_end: Node3D = $BulletTrailEnd
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@onready var bullet_trail_end: Node3D = $BulletTrailEnd
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@ -22,15 +23,21 @@ func shoot() -> Error:
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var bullet_start_node: Node3D = bullet_trace_distance.find_child("Start")
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var bullet_start_node: Node3D = bullet_trace_distance.find_child("Start")
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var bullet_end_node: Node3D = bullet_trace_distance.find_child("End")
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var bullet_end_node: Node3D = bullet_trace_distance.find_child("End")
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if bullet_start_node and bullet_end_node:
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if bullet_start_node and bullet_end_node:
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var direction: Vector3 = bullet_end_node.position
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if bullet_spread_script:
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var spread_offset: Vector3 = bullet_spread_script.get_spread_offset()
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direction += spread_offset
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direction = direction.normalized()
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var path := "res://scenes/weapon/misc/bullet_trail_generic.tscn"
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var path := "res://scenes/weapon/misc/bullet_trail_generic.tscn"
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if not ResourceLoader.exists(path):
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if not ResourceLoader.exists(path):
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return ERR_DOES_NOT_EXIST
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(path)
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var scene: PackedScene = ResourceLoader.load(path)
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if not scene.can_instantiate():
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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return ERR_CANT_OPEN
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var bullet_distance: float = 100
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var bullet_end_position: Vector3 = bullet_start_node.position + direction * bullet_distance
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var node: MeshInstance3D = scene.instantiate()
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var node: MeshInstance3D = scene.instantiate()
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node.init(bullet_start_node.position, bullet_end_node.position)
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node.init(bullet_start_node.position, bullet_end_position)
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#var root := get_tree().get_root()
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#var root := get_tree().get_root()
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bullet_start_node.add_child(node)
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bullet_start_node.add_child(node)
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return OK
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return OK
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@ -42,3 +49,7 @@ func shoot() -> Error:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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pass
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pass
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func reset_spread() -> void:
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if bullet_spread_script:
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bullet_spread_script.reset_spread()
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35
scenes/weapon/guns/ak/bullet_spread.gd
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35
scenes/weapon/guns/ak/bullet_spread.gd
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@ -0,0 +1,35 @@
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class_name BulletSpread extends Resource
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@export var max_spread: float = 5.0
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@export var spread_increase_per_shot: float = 0.5
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var current_spread: float = 0.0
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var shot_count: int = 0
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var spread_y : float = 0
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var spread_x: float = 0
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var last_y_spread: float = 0 # remember y cord for 9th shot
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func reset_spread() -> void:
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current_spread = 0.0
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shot_count = 0
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# To get offset for current shot
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func get_spread_offset() -> Vector3:
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# Increasing spread after each shot
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current_spread = min(current_spread + spread_increase_per_shot, max_spread)
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shot_count += 1
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# If its a 1 shot
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if shot_count == 1:
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return Vector3.ZERO
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if shot_count < 10:
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spread_x = randf_range(-current_spread, current_spread) * (shot_count - 1)
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spread_y = current_spread * (shot_count - 1)
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if shot_count == 9: last_y_spread = spread_y
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else:
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spread_x = randf_range(-current_spread, current_spread) * 10
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spread_y = randf_range(last_y_spread - 10, last_y_spread + 10)
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return Vector3(spread_x, spread_y, 0)
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@ -1,7 +1,8 @@
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[gd_scene load_steps=55 format=4 uid="uid://dtvo21mk1webd"]
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[gd_scene load_steps=56 format=4 uid="uid://dtvo21mk1webd"]
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[ext_resource type="PackedScene" uid="uid://dab7jttp7ywfh" path="res://scenes/weapon/guns/ak/gun.tscn" id="1_aaafm"]
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[ext_resource type="PackedScene" uid="uid://dab7jttp7ywfh" path="res://scenes/weapon/guns/ak/gun.tscn" id="1_aaafm"]
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[ext_resource type="Script" path="res://scenes/weapon/generic_weapon_controller.gd" id="1_h1xyo"]
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[ext_resource type="Script" path="res://scenes/weapon/generic_weapon_controller.gd" id="1_h1xyo"]
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[ext_resource type="Script" path="res://scenes/weapon/guns/ak/bullet_spread.gd" id="2_4o3my"]
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[ext_resource type="PackedScene" uid="uid://bjyltbtx45cqs" path="res://scenes/weapon/misc/bullet_trace_distance.tscn" id="3_5ff4y"]
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[ext_resource type="PackedScene" uid="uid://bjyltbtx45cqs" path="res://scenes/weapon/misc/bullet_trace_distance.tscn" id="3_5ff4y"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_tg27p"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_tg27p"]
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@ -555,8 +556,9 @@ shadow_mesh = SubResource("ArrayMesh_he3sr")
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[node name="WithHands" type="Node3D"]
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[node name="WithHands" type="Node3D"]
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script = ExtResource("1_h1xyo")
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script = ExtResource("1_h1xyo")
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damage = 50
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damage = 50
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cooldown = 0.2
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cooldown = 0.1
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bullet_speed = 200
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bullet_speed = 200
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bullet_spread_script = ExtResource("2_4o3my")
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[node name="Gun" parent="." instance=ExtResource("1_aaafm")]
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[node name="Gun" parent="." instance=ExtResource("1_aaafm")]
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@ -1,7 +1,7 @@
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extends MeshInstance3D
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extends MeshInstance3D
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var alpha = 1.0
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var alpha = 1.0
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func init(pos1, pos2):
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func init(pos1: Vector3, pos2: Vector3):
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var draw_mesh := ImmediateMesh.new()
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var draw_mesh := ImmediateMesh.new()
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mesh = draw_mesh
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mesh = draw_mesh
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draw_mesh.surface_begin(Mesh.PRIMITIVE_LINES, material_override)
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draw_mesh.surface_begin(Mesh.PRIMITIVE_LINES, material_override)
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@ -99,6 +99,7 @@ func _add_first_view_model() -> Error :
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# Define a format string with placeholder '%s'
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# Define a format string with placeholder '%s'
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var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
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var path_tmpl := "res://scenes/weapon/guns/%s/with_hands.tscn"
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var path := path_tmpl % current_gun
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var path := path_tmpl % current_gun
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print(path)
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if not ResourceLoader.exists(path):
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if not ResourceLoader.exists(path):
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return ERR_DOES_NOT_EXIST
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(path)
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var scene: PackedScene = ResourceLoader.load(path)
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@ -168,7 +169,7 @@ var jump_vel: Vector3 # Jumping velocity
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@export_range(0.1, 3.0, 0.1) var jump_height: float = 1 # m
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@export_range(0.1, 3.0, 0.1) var jump_height: float = 1 # m
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@export_range(0.1, 3.0, 0.1, "or_greater") var camera_sens: float = 1
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@export_range(0.1, 3.0, 0.1, "or_greater") var camera_sens: float = 1
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var is_shooting: bool = false
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func _unhandled_input(event: InputEvent) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if _is_current_player():
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if _is_current_player():
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if event is InputEventMouseMotion:
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if event is InputEventMouseMotion:
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@ -176,7 +177,10 @@ func _unhandled_input(event: InputEvent) -> void:
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if mouse_captured: _rotate_camera()
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if mouse_captured: _rotate_camera()
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#if Input.is_action_just_pressed("jump"): jumping = true
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#if Input.is_action_just_pressed("jump"): jumping = true
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if Input.is_action_just_pressed("exit"): get_tree().quit()
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if Input.is_action_just_pressed("exit"): get_tree().quit()
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if Input.is_action_pressed("shot"): _shoot()
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if Input.is_action_pressed("shot"): is_shooting = true
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if Input.is_action_just_released("shot"):
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is_shooting = false
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gun_with_hands.reset_spread()
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#if str($"..".name).to_int() == multiplayer.get_unique_id():
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#if str($"..".name).to_int() == multiplayer.get_unique_id():
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#if Input.is_action_just_pressed("shot"): $UpperTorso/ViewModelCamera.shot()
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#if Input.is_action_just_pressed("shot"): $UpperTorso/ViewModelCamera.shot()
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#if Input.is_action_just_pressed("reload"): $Body/UpperTorso/CameraMount/Camera.reload()
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#if Input.is_action_just_pressed("reload"): $Body/UpperTorso/CameraMount/Camera.reload()
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@ -201,6 +205,8 @@ func _process(delta: float) -> void:
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model.reparent(get_tree().get_root())
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model.reparent(get_tree().get_root())
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model.die()
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model.die()
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queue_free()
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queue_free()
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if is_shooting == true:
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_shoot()
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func _physics_process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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