feat: implementations of initial weapon inventory interface
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@ -1,6 +1,8 @@
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#include "player_body.h"
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#include "macros.h"
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#include "player_input.h"
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#include "weapon_base.h"
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#include "weapon_inventory.h"
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PlayerBody *PlayerBody::singleton_instance{ nullptr };
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@ -13,6 +15,7 @@ void PlayerBody::ready() {
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input->connect(PlayerInput::sig_look_input, callable_mp(this, &self_type::on_look_input));
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input->connect(PlayerInput::sig_jump, callable_mp(this, &self_type::on_jump_input));
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input->connect(PlayerInput::sig_run, callable_mp(this, &self_type::on_run_input));
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this->weapons = cast_to<WeaponInventory>(get_node(NodePath("%WeaponInventory")));
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}
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void PlayerBody::process(double delta) {
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@ -85,5 +88,5 @@ PlayerBody *PlayerBody::get_singleton() {
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}
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bool PlayerBody::get_is_running() const {
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return this->try_running && this->movement_input.y > 0.f;
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return this->try_running && this->movement_input.y > 0.f && this->weapons->get_current_weapon()->allows_running();
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}
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@ -2,6 +2,7 @@
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#define PLAYER_BODY_H
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#include "scene/3d/physics/character_body_3d.h"
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class WeaponInventory;
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class PlayerBody : public CharacterBody3D {
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GDCLASS(PlayerBody, CharacterBody3D);
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@ -32,6 +33,8 @@ private:
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float acceleration{ 40.f };
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float jump_strength{ 3.5f };
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Vector2 movement_input{};
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WeaponInventory *weapons;
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};
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#endif // !PLAYER_BODY_H
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@ -5,6 +5,7 @@
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#include "wave_survival/player_camera.h"
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#include "wave_survival/player_input.h"
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#include "wave_survival/weapon_base.h"
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#include "wave_survival/weapon_inventory.h"
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#include "wave_survival/weapons/rifle.h"
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void initialize_wave_survival_module(ModuleInitializationLevel p_level) {
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@ -16,6 +17,7 @@ void initialize_wave_survival_module(ModuleInitializationLevel p_level) {
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GDREGISTER_CLASS(PlayerCamera);
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GDREGISTER_RUNTIME_CLASS(WeaponBase);
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GDREGISTER_CLASS(Rifle);
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GDREGISTER_CLASS(WeaponInventory);
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}
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void uninitialize_wave_survival_module(ModuleInitializationLevel p_level) {
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@ -22,6 +22,10 @@ public:
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void set_body(PlayerBody *body);
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PlayerBody *get_body() const;
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virtual bool allows_running() const { return true; }
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virtual bool allows_jumping() const { return true; }
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virtual void notify_selected() {}
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private:
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AnimationPlayer *anim{ nullptr };
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PlayerCamera *camera{ nullptr };
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@ -1,10 +1,99 @@
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#include "weapon_inventory.h"
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#include "macros.h"
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#include "weapon_base.h"
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void WeaponInventory::_bind_methods() {}
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void WeaponInventory::_bind_methods() {
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BIND_HPROPERTY(Variant::OBJECT, fallback_weapon, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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}
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void WeaponInventory::on_switch_input() {
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this->current = (this->current + 1) % 1;
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this->select_weapon(this->weapons[this->current]);
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}
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void WeaponInventory::ready() {
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// initialize the fallback weapon
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this->weapon_parent = cast_to<Node3D>(get_node(NodePath("%PlayerCamera")));
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if (this->fallback_weapon_scene.is_valid()) {
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Node *fallback_as_node{ this->fallback_weapon_scene->instantiate() };
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this->weapon_parent->add_child(fallback_as_node);
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if ((this->fallback_weapon = cast_to<WeaponBase>(fallback_as_node))) {
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this->select_weapon(this->fallback_weapon);
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} else if(fallback_as_node != nullptr) {
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fallback_as_node->queue_free();
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}
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}
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if (this->fallback_weapon == nullptr) {
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print_error("WeaponInventory::ready(): fallback weapon is invalid, expect unintended behaviour.");
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}
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}
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void WeaponInventory::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_READY:
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ready();
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return;
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}
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}
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void WeaponInventory::set_fallback_weapon(Ref<PackedScene> scene) {
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this->fallback_weapon_scene = scene;
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}
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Ref<PackedScene> WeaponInventory::get_fallback_weapon() const {
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return this->fallback_weapon_scene;
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}
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void WeaponInventory::select_weapon(WeaponBase *new_weapon) {
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if (new_weapon == nullptr) {
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new_weapon = this->fallback_weapon;
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}
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if (this->current_weapon != nullptr) {
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this->current_weapon->set_process_mode(PROCESS_MODE_DISABLED);
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this->current_weapon->set_visible(false);
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}
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this->current_weapon = new_weapon;
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if (new_weapon != nullptr) {
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this->current_weapon->set_process_mode(PROCESS_MODE_PAUSABLE);
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this->current_weapon->set_visible(true);
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this->current_weapon->notify_selected();
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if (new_weapon == this->weapons[0]) {
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this->current = 0;
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} else if (new_weapon == this->weapons[1]) {
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this->current = 1;
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} else {
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print_error("WeaponInventory::select_weapon: Attempt to select weapon that is not in inventory");
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}
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}
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}
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WeaponBase *WeaponInventory::get_current_weapon() const {
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return this->current_weapon;
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}
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void WeaponInventory::pickup_weapon(Ref<PackedScene> weapon_scene) {
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Node *weapon_as_node{ weapon_scene->instantiate() };
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if (WeaponBase *weapon{ cast_to<WeaponBase>(weapon_as_node) }) {
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if (this->weapons[0] == nullptr) {
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this->weapons[0] = weapon;
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select_weapon(weapon);
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return;
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} else if (this->weapons[1] == nullptr) {
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this->weapons[1] = weapon;
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select_weapon(weapon);
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return;
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} else {
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this->current_weapon->queue_free();
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this->weapons[this->current] = weapon;
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this->current_weapon = nullptr;
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select_weapon(weapon);
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}
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} else if (weapon_as_node != nullptr) {
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weapon_as_node->queue_free();
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}
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}
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@ -10,8 +10,9 @@ class WeaponInventory : public Node {
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GDCLASS(WeaponInventory, Node);
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static void _bind_methods();
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void on_switch_input();
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void stow_current_weapon();
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void ready();
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void select_weapon(WeaponBase *next);
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protected:
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void _notification(int what);
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@ -19,15 +20,19 @@ public:
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void set_fallback_weapon(Ref<PackedScene> scene);
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Ref<PackedScene> get_fallback_weapon() const;
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void select_weapon(WeaponBase *next);
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WeaponBase *get_current_weapon() const;
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void pickup_weapon(Ref<PackedScene> weapon_scene);
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private:
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Node3D *weapon_parent{ nullptr };
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unsigned current{ 0 };
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LocalVector<WeaponBase *> weapons{ nullptr, nullptr };
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WeaponBase *current_weapon{ nullptr };
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WeaponBase *fallback_weapon{ nullptr };
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Ref<PackedScene> default_weapon_scene{};
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Ref<PackedScene> fallback_weapon_scene{};
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};
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#endif // !WEAPON_INVENTORY_H
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@ -39,6 +39,8 @@ void Rifle::ready() {
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get_anim()->animation_set_next("fire_aim", "aim");
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get_anim()->animation_set_next("aim_to_hip", "RESET");
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get_anim()->animation_set_next("fire_hip", "RESET");
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get_anim()->animation_set_next("equip", "RESET");
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get_anim()->play("equip");
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}
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void Rifle::process(double delta) {
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@ -74,3 +76,12 @@ void Rifle::_notification(int what) {
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return;
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}
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}
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bool Rifle::allows_running() const {
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String const animation{ get_anim()->get_current_animation() };
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return animation.is_empty();
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}
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void Rifle::notify_selected() {
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get_anim()->play("equip");
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}
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@ -17,6 +17,9 @@ class Rifle : public WeaponBase {
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public:
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void _notification(int what);
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virtual bool allows_running() const override;
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virtual void notify_selected() override;
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private:
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float ads_factor{ 0.5f };
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bool request_alt_mode{ false };
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[gd_scene load_steps=3 format=3 uid="uid://snjgu4yp5swd"]
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[ext_resource type="PackedScene" uid="uid://ce40pq785yoyi" path="res://objects/weapons/rifle.tscn" id="1_eqqp1"]
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[gd_scene load_steps=2 format=3 uid="uid://snjgu4yp5swd"]
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_bxedw"]
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transform = Transform3D(-1, 0, -8.74228e-08, 0, 1, 0, 8.74228e-08, 0, -1, 0, 1.60811, 0)
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fov = 60.0
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[node name="Rifle" parent="PlayerCamera" instance=ExtResource("1_eqqp1")]
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[editable path="PlayerCamera/Rifle"]
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[editable path="PlayerCamera/Rifle/rifle"]
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[node name="WeaponInventory" type="WeaponInventory" parent="."]
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