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58
player_q3/Weapon.gd
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58
player_q3/Weapon.gd
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extends Node3D
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class_name Weapon
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const MAX_CLIP = 5
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var damage = 25
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var clip = 444444
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@export var initialPos : Transform3D
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@export var transition_speed = 1.0
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var initialTransform : Transform3D
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const DEFAULT = 0
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const INITIAL = 1
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const SHOOT = 2
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const RELOAD = 3
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var state = DEFAULT
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func _ready():
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var tween = create_tween()
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tween.set_trans(Tween.TRANS_CIRC)
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tween.set_ease(Tween.EASE_IN_OUT)
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tween.tween_callback(InitialPos).set_delay(2)
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func InitialPos():
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var tween = create_tween()
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tween.set_trans(Tween.TRANS_CIRC)
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tween.set_ease(Tween.EASE_IN_OUT)
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tween.set_parallel(true)
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tween.tween_property($Revolver, "position", initialPos.origin, 0.4)
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tween.tween_property($Revolver, "rotation", Vector3.ZERO, 0.4)
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tween.tween_callback(func(): state = INITIAL).set_delay(0.3)
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func Shoot():
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if clip > 0 && state == INITIAL:
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clip -= 1
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state = SHOOT;
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var tween = create_tween()
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tween.set_trans(Tween.TRANS_ELASTIC)
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tween.set_ease(Tween.EASE_OUT)
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tween.set_parallel(true)
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tween.tween_property($Revolver, "position", get_node("Revolver").transform.origin + Vector3(.0, 0.3, -.3), 0.3)
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tween.tween_property($Revolver, "rotation", Vector3(deg_to_rad(-60),.0,.0),0.3)
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tween.tween_callback(InitialPos).set_delay(0.3)
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return true
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return false
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func Reload():
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if(clip < MAX_CLIP && state == INITIAL):
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state = RELOAD
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return true
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return false
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