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liblast/Assets/Weapons/Weapon.gd

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extends Spatial
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export(bool) var Hitscan = false
export(int) var Damage = 100
export(float) var Delay = 0.1
export(bool) var Automatic = false
export(int) var Rounds = 10
export(int) var MaxRoundsInClip = 10
export(int) var Clips = 1
export(int) var MaxClips = 4
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onready var camera = get_parent().get_parent()
onready var player = get_parent().get_parent().get_parent()
onready var ejector = find_node("Ejector")
onready var muzzle = find_node("Muzzle")
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#onready var sound_shoot = $SoundShoot
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var casing = preload("res://Assets/Weapons/Handgun/Casing.tscn")
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var tracer = preload("res://Assets/Effects/BulletTracer.tscn")
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func shoot():
rpc("show_muzzle_flash")
rpc("show_tracer")
rpc("spawn_casing")
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rpc("compute_bullet_flyby")
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sync func show_muzzle_flash():
$Handgun/AnimationPlayer.stop()
$Handgun/AnimationPlayer.play("Shoot", -1, 2)
$SoundShoot.play()
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$MuzzleFlash.emitting = true
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yield(get_tree().create_timer(0.07),"timeout")
$MuzzleFlash.emitting = false
sync func show_tracer():
var tracer_instance = tracer.instance()
tracer_instance.hide()
tracer_instance.global_transform = muzzle.global_transform
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get_tree().root.call_deferred("add_child", tracer_instance)
tracer_instance.call_deferred("show")
sync func spawn_casing():
var casing_instance = casing.instance()
casing_instance.global_transform = ejector.global_transform
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casing_instance.rotate_object_local(Vector3.FORWARD, deg2rad(90))
casing_instance.angular_velocity = - ejector.global_transform.basis[2] * rand_range(23, 37)
casing_instance.linear_velocity = ejector.global_transform.basis[0] * rand_range(3.2, 4.5) - ejector.global_transform.basis[2] * rand_range(2.6, 3.7)
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get_tree().root.call_deferred("add_child", casing_instance)
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remote func compute_bullet_flyby():
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var local_player = get_tree().root.get_node("Game").local_player
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var transform = find_node("Muzzle").global_transform
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var from = global_transform.xform(Vector3())
var to = global_transform.xform(Vector3(-1000, 0, 0))
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local_player.on_bullet_flyby(from, to)