forked from unfa/liblast
Disabled shell casings to prevent framerate tanking
parent
e0b6c1ea93
commit
58076fa577
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@ -48,24 +48,23 @@ var spread = spread_min
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$"SFX/Shoot C".play()
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$Handgun/AnimationPlayer.play("Shoot", 0, 2.5)
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var flash_effect = flash.instantiate()
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var tracer_effect = tracer.instantiate()
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get_parent().add_child(flash_effect)
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get_tree().root.add_child(tracer_effect)
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flash_effect.global_transform = muzzle.global_transform
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tracer_effect.global_transform = muzzle.global_transform.looking_at(to)
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var casing_instance = casing.instantiate()
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get_tree().root.add_child(casing_instance)
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casing_instance.global_transform = ejector.global_transform.translated(player.motion_velocity / 60) #approximating delta
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casing_instance.linear_velocity = ejector.global_transform.basis[1] * randf_range(3.2, 4.5) + (player.motion_velocity / 2)
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casing_instance.angular_velocity.y += randf_range(-10, 10)
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casing_instance.angular_velocity.x += randf_range(-10, 10)
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#var casing_instance = casing.instantiate()
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#get_tree().root.add_child(casing_instance)
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#casing_instance.global_transform = ejector.global_transform.translated(player.motion_velocity / 60) #approximating delta
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#casing_instance.linear_velocity = ejector.global_transform.basis[1] * randf_range(3.2, 4.5) + (player.motion_velocity / 2)
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#casing_instance.angular_velocity.y += randf_range(-10, 10)
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#casing_instance.angular_velocity.x += randf_range(-10, 10)
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if ray:
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if is_multiplayer_authority(): # only do this on the attacker's local instance of the game
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give_damage(ray['collider'], ray['position'], ray['normal'], 20, self.global_transform.origin, Globals.DamageType.BULLET, 1.0)
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