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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
onready var camera = get_parent().get_parent()
onready var player = get_parent().get_parent().get_parent()
onready var ejector = find_node("Ejector")
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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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# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
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#func _ready():
#sound_shoot.global_transform = camera.get_global_transform()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
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func shoot():
rpc("show_muzzle_flash")
rpc("show_tracer")
rpc("spawn_casing")
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 = find_node("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)