Add Sway and Bob
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110
scripts/player/PlayerQ3.gd
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110
scripts/player/PlayerQ3.gd
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extends CharacterBody3D
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const DIST_FLOOR_SNAP := Vector3.DOWN * 0.2
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@onready var body : Node3D = $Body
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@onready var head : Node3D = $Body/Head
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@onready var cam : Camera3D = $Body/Head/Camera3D
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@export var mouse_sensitivity = 5.0
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@export var stop_speed = 4.0
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@export var move_speed = 20.0
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@export var max_slope_angle = 50.0
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@export var gravity = 60.0
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@export var max_fall_speed = 50.0
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@export var jump_height = 2.5
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@export var accel_ground = 10.0
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@export var accel_air = 1.0
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#export var accel_water: float := 4.0
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@export var friction_ground = 6.0
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#export var friction_water: float := 1.0
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var floor_snap := Vector3.ZERO
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func get_move_direction() -> Vector3:
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var input_dir := Vector2(
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Input.get_action_strength("move_backward") - Input.get_action_strength("move_forward"),
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Input.get_action_strength("move_right") - Input.get_action_strength("move_left")
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).normalized();
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return input_dir.x * body.global_transform.basis.z + input_dir.y * body.global_transform.basis.x
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func _input(event):
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if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED and event is InputEventMouseMotion:
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rotate_look(event.relative * 0.001 * mouse_sensitivity)
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func rotate_look(amount : Vector2) -> void:
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body.rotation.y -= amount.x
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head.rotation.x = clamp(head.rotation.x - amount.y, -PI * 0.5, PI * 0.5)
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func _physics_process(delta):
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var was_on_floor : bool = is_on_floor()
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var h_target_dir : Vector3 = get_move_direction()
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if is_on_floor():
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apply_friction(delta)
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accelerate(delta, h_target_dir, move_speed, accel_ground)
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if Input.is_action_pressed("jump"):
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velocity.y = sqrt(2 * jump_height * abs(gravity))
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floor_snap = Vector3.ZERO
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else:
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# hack: only add gravity not checked ground, to prevent sliding checked slopes
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# This works because move_and_slide_with_snap warps the player to the ground in other cases
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velocity.y = max(-max_fall_speed, velocity.y - gravity * delta)
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accelerate(delta, h_target_dir, move_speed, accel_air)
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set_velocity(velocity)
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# TODOConverter40 looks that snap in Godot 4.0 is float, not vector like in Godot 3 - previous value `floor_snap`
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set_up_direction(Vector3.UP)
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set_floor_stop_on_slope_enabled(true)
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set_max_slides(4)
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set_floor_max_angle(deg_to_rad(max_slope_angle))
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# TODOConverter40 infinite_inertia were removed in Godot 4.0 - previous value `false`
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move_and_slide()
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velocity = velocity
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if !was_on_floor and is_on_floor():
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floor_snap = DIST_FLOOR_SNAP
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elif was_on_floor and !is_on_floor():
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floor_snap = Vector3.ZERO
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func accelerate(delta : float, p_target_dir : Vector3, p_target_speed : float, p_accel : float):
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var current_speed : float = velocity.dot(p_target_dir)
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var add_speed : float = p_target_speed - current_speed
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if add_speed > 0:
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var accel_speed : float = min(add_speed, p_accel * delta * p_target_speed)
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velocity += p_target_dir * accel_speed
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func apply_friction(delta : float):
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var vec : Vector3 = velocity
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var speed : float = velocity.length()
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if is_zero_approx(speed):
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velocity = Vector3.ZERO
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return
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var drop : float = 0.0
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var control : float = max(speed, stop_speed)
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# ground friction
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if is_on_floor():
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drop += control * friction_ground * delta
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# water friction not implemented
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var new_speed : float = max(0.0, speed - drop)
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new_speed /= speed
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velocity *= new_speed
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81
scripts/player/Weapon.gd
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81
scripts/player/Weapon.gd
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extends Node3D
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class_name Weapon
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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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const DRAW_TIME = 0.35
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#TODO: Load gun config from file
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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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var ANGULAR_MOMENTUM : Vector3
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var RECOIL_COOLDOWN : float
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var RPM: float
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var DRAW_POS : Vector3
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var DRAW_ROT : Vector3
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var MODEL : Node3D
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var FIREMODE : int
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var SHOOTING_SPEED: float
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var can_shoot : bool
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var clip = 444444
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var state = DEFAULT
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func init():
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visible = true
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SHOOTING_SPEED = 60.0 / RPM
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var tween = create_tween()
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MODEL.position = DRAW_POS
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MODEL.rotation = DRAW_ROT
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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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can_shoot = true
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tween.tween_callback(InitialPos).set_delay(DRAW_TIME)
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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(MODEL, "position", Vector3.ZERO, RECOIL_COOLDOWN / 2)
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tween.tween_property(MODEL, "rotation", Vector3.ZERO, RECOIL_COOLDOWN / 2)
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tween.tween_callback(func(): state = INITIAL).set_delay(SHOOTING_SPEED / 2)
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func Shoot():
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if clip > 0 && state == INITIAL && can_shoot:
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if !FIREMODE:
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can_shoot = false
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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(MODEL, "position", Vector3(.0, MOMENTUM.x, MOMENTUM.y), RECOIL_COOLDOWN / 2)
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var rand_rot_y = randi_range(-ANGULAR_MOMENTUM.y,ANGULAR_MOMENTUM.y)
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var rand_rot_z = randi_range(-ANGULAR_MOMENTUM.z,ANGULAR_MOMENTUM.z)
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tween.tween_property(MODEL, "rotation", Vector3(deg_to_rad(ANGULAR_MOMENTUM.x),deg_to_rad(rand_rot_y),deg_to_rad(rand_rot_z)),RECOIL_COOLDOWN /2)
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tween.tween_callback(InitialPos).set_delay(SHOOTING_SPEED / 2)
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return true
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return false
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func Release():
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if !FIREMODE:
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can_shoot = true
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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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122
scripts/player/Weapons.gd
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122
scripts/player/Weapons.gd
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extends Node3D
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const CONFIG_PATH = "user://weapons.scoom"
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const REVOLVER = 0
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const REST = 0
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const BOB = 1
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var state = 0
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@onready var player_root = get_node("../../../../PlayerQ3") as CharacterBody3D
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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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}
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}
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var mouse_mov : Vector3
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var sway_threshold = 5
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var sway_lerp = 5
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@export var sway_left : Vector3
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@export var sway_right : Vector3
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@export var sway_normal : Vector3
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func _ready():
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save_data(file_data)
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load_data()
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for i in range(0, file_data.size()):
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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.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.hide()
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add_child(root)
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root.MAX_CLIP = file_data[i].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.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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weapons.append(root)
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weapons[current_weapon].init()
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func _input(event):
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if event is InputEventMouseMotion:
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mouse_mov.y = clampf(-event.relative.x, -0.1, 0.1)
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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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weapons[current_weapon].hide()
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current_weapon = (current_weapon + 1) % weapons.size()
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weapons[current_weapon].init()
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if weapons.size() > 1 && Input.is_action_just_released("wheel_down"):
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weapons[current_weapon].hide()
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current_weapon = (current_weapon - 1) % weapons.size()
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weapons[current_weapon].init()
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var time = 0
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func _process(delta):
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if Input.is_action_pressed("shoot"):
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weapons[current_weapon].Shoot()
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if Input.is_action_just_released("shoot"):
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weapons[current_weapon].Release()
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#SWAY
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if mouse_mov != null && mouse_mov.length() > 0:
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weapons[current_weapon].MODEL.rotation = weapons[current_weapon].MODEL.rotation.lerp(mouse_mov, sway_lerp * delta)
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mouse_mov = Vector3.ZERO
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else:
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weapons[current_weapon].MODEL.rotation = weapons[current_weapon].MODEL.rotation.lerp(Vector3.ZERO, sway_lerp * delta)
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#BOB
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if player_root.velocity.length() > 0:
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time += delta
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var bobOscillate = sin(time * 4 * (2 * PI)) * 0.01
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position.y = bobOscillate
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bobOscillate = sin(time * 4 * (PI) + PI/4) * 0.015
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position.x = bobOscillate
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#else:
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#position = lerp(position, Vector3.ZERO, )
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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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