add modding support
This commit is contained in:
@@ -1,5 +1,10 @@
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extends Node
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class_name Hitable
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func Hit():
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print("Got hit")
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var health = 200
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func Hit(dmg):
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#var tween = create_tween()
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health -= dmg
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if(health <= 0):
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queue_free()
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@@ -8,6 +8,7 @@ const RELOAD = 3
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const DRAW_TIME = 0.35
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var MELEE : bool
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var MAX_CLIP : int
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var DAMAGE : float
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var MOMENTUM : Vector2
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@@ -55,9 +56,11 @@ func InitialPos():
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func Shoot():
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if CanShoot():
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if !FIREMODE:
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if not FIREMODE:
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can_shoot = false
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clip -= 1
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if not MELEE:
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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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@@ -3,99 +3,65 @@ extends Node3D
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const CONFIG_PATH = "user://weapons.scoom"
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const REVOLVER = 0
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const UZI = 1
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const REST = 0
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const BOB = 1
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const CHAINSAW = 2
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var state = 0
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@onready var player_root = get_node("../../../../PlayerQ3") as CharacterBody3D
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@onready var raycast = get_node("../Camera3D/AimCast") as RayCast3D
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#@onready var crosshair = $Crosshair
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@onready var MainCam = get_node("../Camera3D")
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@onready var GunCam = get_node("../Camera3D/SubViewportContainer/SubViewport/GunCam")
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var weapons = []
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var current_weapon = 0
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var file_data = {
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REVOLVER:
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{
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"HAND_POS": Vector3(0.4,-0.45,-1),
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"HAND_ROT": Vector3(0,PI,0),
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"MODEL": "Revolver",
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"MAX_CLIP": 5,
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"DAMAGE": 25,
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"MOMENTUM": Vector2(0.3, -0.25),
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"ANGULAR_MOMENTUM": Vector3(-60, 7, 10),
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"RECOIL_COOLDOWN": 0.35,
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"RPM": 120,
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"DRAW_POS": Vector3(0,-0.5,-0.3),
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"DRAW_ROT": Vector3(1.3, 0, 0),
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"RELOAD_MOMENTUM": Vector3(-5, -9, 7),
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"RELOAD_ANGULAR_MOMENTUM": Vector3(deg_to_rad(600), deg_to_rad(-800), deg_to_rad(-1000)),
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"RELOAD_TIME": 0.35,
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"FIREMODE": 0,
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"HITSCAN": true
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},
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UZI:
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{
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"HAND_POS": Vector3(0.4,-0.45,-1),
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"HAND_ROT": Vector3(0,PI,0),
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"MODEL": "Uzi",
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"MAX_CLIP": 30,
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"DAMAGE": 25,
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"MOMENTUM": Vector2(0.05, -0.15),
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"ANGULAR_MOMENTUM": Vector3(-4, 1, 2),
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"RECOIL_COOLDOWN": 0.35,
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"RPM": 600,
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"DRAW_POS": Vector3(0,-0.5,-0.3),
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"DRAW_ROT": Vector3(1.3, 0, 0),
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"RELOAD_MOMENTUM": Vector3(-7, -9, 7),
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"RELOAD_ANGULAR_MOMENTUM": Vector3(deg_to_rad(600), deg_to_rad(-800), deg_to_rad(-1000)),
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"RELOAD_TIME": 0.35,
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"FIREMODE": 1,
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"HITSCAN": true
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}
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}
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var mouse_mov : Vector3
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var sway_lerp = 5
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func _ready():
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save_data(file_data)
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load_data()
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var config = load_data() as ConfigFile
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for i in range(0, file_data.size()):
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for weapon in config.get_sections():
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var root = Weapon.new()
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root.name = str(i)
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var resource = "res://scenes/weapons/" + file_data[i].MODEL + ".tscn"
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var weapon_model_resource = load(resource)
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var weapon_model = weapon_model_resource.instantiate()
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root.name = weapon
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var weapon_model = Runtimeloader.load_gltf(config.get_value(weapon, "MODEL")) as Node3D
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var old_parent = weapon_model.get_parent()
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old_parent.remove_child(weapon_model)
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var mesh = weapon_model.get_child(0) as MeshInstance3D
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var mat = mesh.material_override as Material
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//TODO
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#Set Weapon nodes
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root.add_child(weapon_model)
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root.position = file_data[i].HAND_POS
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root.rotation = file_data[i].HAND_ROT
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root.position = config.get_value(weapon, "HAND_POS")
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root.rotation = config.get_value(weapon, "HAND_ROT")
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root.hide()
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add_child(root)
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#Set Weapon Data
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root.MAX_CLIP = file_data[i].MAX_CLIP
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root.MELEE = config.get_value(weapon, "MELEE")
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root.MAX_CLIP = config.get_value(weapon, "MAX_CLIP")
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root.clip = root.MAX_CLIP
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root.DAMAGE = file_data[i].DAMAGE
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root.MOMENTUM = file_data[i].MOMENTUM
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root.ANGULAR_MOMENTUM = file_data[i].ANGULAR_MOMENTUM
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root.RECOIL_COOLDOWN = file_data[i].RECOIL_COOLDOWN
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root.RELOAD_MOMENTUM = file_data[i].RELOAD_MOMENTUM
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root.RELOAD_ANGULAR_MOMENTUM = file_data[i].RELOAD_ANGULAR_MOMENTUM
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root.RELOAD_TIME = file_data[i].RELOAD_TIME
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root.RPM = file_data[i].RPM
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root.MODEL = root.get_node(file_data[i].MODEL)
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root.DRAW_POS = file_data[i].DRAW_POS
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root.DRAW_ROT = file_data[i].DRAW_ROT
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root.HITSCAN = file_data[i].HITSCAN
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root.FIREMODE = file_data[i].FIREMODE
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root.DAMAGE = config.get_value(weapon, "DAMAGE")
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root.RPM = config.get_value(weapon, "RPM")
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root.FIREMODE = config.get_value(weapon, "FIREMODE")
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root.HITSCAN = config.get_value(weapon, "HITSCAN")
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if(not root.HITSCAN):
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print("Projectile stats")
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else:
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root.RAY_LEN = config.get_value(weapon, "RAY_LEN")
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#Set Anim Data
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root.MODEL = weapon_model
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root.DRAW_POS = config.get_value(weapon, "DRAW_POS")
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root.DRAW_ROT = config.get_value(weapon, "DRAW_ROT")
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root.MOMENTUM = config.get_value(weapon, "MOMENTUM")
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root.ANGULAR_MOMENTUM = config.get_value(weapon, "ANGULAR_MOMENTUM")
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root.RECOIL_COOLDOWN = config.get_value(weapon, "RECOIL_COOLDOWN")
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root.RELOAD_MOMENTUM = config.get_value(weapon, "RELOAD_MOMENTUM")
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root.RELOAD_ANGULAR_MOMENTUM = config.get_value(weapon, "RELOAD_ANGULAR_MOMENTUM")
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root.RELOAD_TIME = config.get_value(weapon, "RELOAD_TIME")
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weapons.append(root)
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weapons[current_weapon].init()
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@@ -108,11 +74,13 @@ func _input(event):
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mouse_mov.x = clampf(event.relative.y, -0.1, 0.1)
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func _unhandled_input(_event):
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if weapons.size() > 1 && Input.is_action_just_released("wheel_up"):
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ChangeWeapon((current_weapon + 1) % weapons.size())
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if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
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ChangeWeapon((current_weapon - 1) % weapons.size())
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if Input.is_action_just_pressed("reload"):
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weapons[current_weapon].Reload()
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@@ -125,6 +93,7 @@ func ChangeWeapon(i):
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var time = 0
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func _process(delta):
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GunCam.global_transform = MainCam.global_transform
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if Input.is_action_pressed("shoot") && weapons[current_weapon].Shoot():
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if(weapons[current_weapon].HITSCAN):
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HitScan()
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@@ -157,18 +126,24 @@ func HitScan():
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print_debug("Hit target ", target.name, " with ", weapons[current_weapon].MODEL.name, " ",current_weapon, ". Dealt damage ", weapons[current_weapon].DAMAGE)
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if(raycast.get_collision_mask_value(10)):
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if(target is Hitable):
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target.Hit()
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target.Hit(weapons[current_weapon].DAMAGE)
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func Projectile():
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pass
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func save_data(data):
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var file = FileAccess.open(CONFIG_PATH, FileAccess.WRITE)
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file.store_var(data)
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func load_data():
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var file = FileAccess.open(CONFIG_PATH, FileAccess.READ)
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var data = file.get_var()
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file_data = data
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var path = ""
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if(OS.has_feature("editor")):
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path = "/home/kookroach/Documents/Projects/Scoom_test/"
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else:
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path = OS.get_executable_path() + "/"
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var config = ConfigFile.new()
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var err = config.load(path+"weapons.cfg")
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if err != OK:
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printerr("FAILED LOADING WEAPONS DATA")
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return config
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