forked from unfa/liblast
Finally fixed the failed preload. It was a removed sound file.
parent
d2d1f585bd
commit
b9b004474c
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@ -2,7 +2,7 @@
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[ext_resource path="res://Assets/Weapons/GrenadeLauncher/GranadeLauncher.gltf" type="PackedScene" id=1]
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[ext_resource path="res://Assets/Weapons/GrenadeLauncher/GranadeLauncher.gltf" type="PackedScene" id=1]
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[ext_resource path="res://Classes/Weapon/Weapon.gd" type="Script" id=2]
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[ext_resource path="res://Classes/Weapon/Weapon.gd" type="Script" id=2]
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[ext_resource path="res://Assets/Audio/SFX/Weapons_Handun_Shot.wav" type="AudioStream" id=3]
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[ext_resource path="res://Assets/Audio/SFX/Weapons_Handun_Shot_01_A.wav" type="AudioStream" id=3]
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[ext_resource path="res://Assets/Effects/CircleSoft.svg" type="Texture" id=4]
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[ext_resource path="res://Assets/Effects/CircleSoft.svg" type="Texture" id=4]
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[ext_resource path="res://Assets/Audio/SFX/Weapons-Empty.wav" type="AudioStream" id=5]
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[ext_resource path="res://Assets/Audio/SFX/Weapons-Empty.wav" type="AudioStream" id=5]
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[ext_resource path="res://Assets/Audio/SFX/Weapons-Handgun-Reload.wav" type="AudioStream" id=6]
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[ext_resource path="res://Assets/Audio/SFX/Weapons-Handgun-Reload.wav" type="AudioStream" id=6]
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@ -375,9 +375,9 @@ func _input(event):
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if event.is_action_pressed("WeaponReload"):
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if event.is_action_pressed("WeaponReload"):
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reload()
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reload()
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if event.is_action_pressed("NextWeapon"):
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if event.is_action_pressed("WeaponNext"):
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rpc("switch_to_next_weapon")
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rpc("switch_to_next_weapon")
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if event.is_action_pressed("PrevWeapon"):
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if event.is_action_pressed("WeaponPrev"):
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rpc("switch_to_prev_weapon")
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rpc("switch_to_prev_weapon")
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