feat: implemented basics for weapons
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6fa9d11af5
commit
aecc40ed6e
15 changed files with 163 additions and 51 deletions
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@ -88,5 +88,9 @@ 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 && this->weapons->get_current_weapon()->allows_running();
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return get_wants_to_run() && this->weapons->get_current_weapon()->allows_running();
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}
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bool PlayerBody::get_wants_to_run() const {
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return this->try_running && this->movement_input.y > 0.f && this->is_on_floor();
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}
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@ -25,6 +25,7 @@ protected:
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public:
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static PlayerBody *get_singleton();
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bool get_is_running() const;
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bool get_wants_to_run() const;
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private:
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bool try_running{ false };
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@ -9,6 +9,9 @@ class PlayerInput : public Node {
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void _notification(int what);
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virtual void unhandled_input(Ref<InputEvent> const &event) override;
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public:
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bool run_input_down() const;
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public:
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static String sig_movement_input;
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static String sig_look_input;
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@ -1,6 +1,8 @@
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#include "weapon_base.h"
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#include "macros.h"
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#include "player_body.h"
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#include "player_camera.h"
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#include "player_input.h"
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#include "scene/animation/animation_player.h"
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void WeaponBase::_bind_methods() {
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@ -8,7 +10,9 @@ void WeaponBase::_bind_methods() {
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}
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void WeaponBase::ready() {
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this->camera = cast_to<PlayerCamera>(get_node(NodePath("%PlayerCamera")));
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this->input = cast_to<PlayerInput>(get_parent()->get_node(NodePath("%PlayerInput")));
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this->camera = cast_to<PlayerCamera>(get_parent());
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this->body = cast_to<PlayerBody>(get_parent()->get_owner());
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if (this->anim) {
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this->anim->play("RESET");
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}
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@ -34,6 +38,10 @@ AnimationPlayer *WeaponBase::get_anim() const {
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return this->anim;
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}
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PlayerInput *WeaponBase::get_input() const {
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return this->input;
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}
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PlayerCamera *WeaponBase::get_camera() const {
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return this->camera;
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}
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@ -5,6 +5,7 @@
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class AnimationPlayer;
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class PlayerCamera;
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class PlayerBody;
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class PlayerInput;
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class WeaponBase : public Node3D {
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GDCLASS(WeaponBase, Node3D);
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@ -17,6 +18,7 @@ protected:
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public:
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void set_anim(AnimationPlayer *player);
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AnimationPlayer *get_anim() const;
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PlayerInput *get_input() const;
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PlayerCamera *get_camera() const;
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void set_body(PlayerBody *body);
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@ -27,6 +29,7 @@ public:
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virtual void notify_selected() {}
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private:
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PlayerInput *input{ nullptr };
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AnimationPlayer *anim{ nullptr };
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PlayerCamera *camera{ nullptr };
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PlayerBody *body{ nullptr };
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@ -19,7 +19,7 @@ void WeaponInventory::ready() {
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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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} 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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@ -78,7 +78,7 @@ WeaponBase *WeaponInventory::get_current_weapon() const {
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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 (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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@ -5,8 +5,44 @@
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void Rifle::_bind_methods() {}
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void Rifle::on_primary_fire(bool pressed) {
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if (pressed && get_anim()->get_queue().size() == 0) {
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void Rifle::queue_start_aim() {
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get_anim()->queue("hip_to_aim");
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get_anim()->queue("aim");
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}
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void Rifle::queue_stop_ads_anim() {
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if (run_requested()) {
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this->running = true;
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get_anim()->clear_queue();
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get_anim()->queue("aim_to_run");
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get_anim()->queue("run");
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} else {
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get_anim()->queue("aim_to_hip");
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get_anim()->queue("hip");
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}
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}
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void Rifle::queue_start_run_anim() {
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this->running = true;
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get_anim()->clear_queue();
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get_anim()->queue("hip_to_run");
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get_anim()->queue("run");
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}
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void Rifle::stop_run_anim() {
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this->running = false;
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get_anim()->clear_queue();
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if (this->request_alt_mode) {
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get_anim()->play("run_to_aim", 0.0);
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get_anim()->queue("aim");
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} else {
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get_anim()->play("run_to_hip", 0.0);
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get_anim()->queue("hip");
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}
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}
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void Rifle::shoot() {
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if (get_anim()->get_queue().size() == 0 && get_anim()->get_current_animation() == "") {
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if (this->request_alt_mode) {
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get_anim()->queue("fire_aim");
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} else if (get_anim()->get_current_animation() == "") {
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@ -15,6 +51,17 @@ void Rifle::on_primary_fire(bool pressed) {
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}
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}
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void Rifle::play_equip_anim() {
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get_anim()->play("equip", 0.0);
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get_anim()->queue("hip");
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}
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void Rifle::on_primary_fire(bool pressed) {
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if (pressed) {
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shoot();
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}
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}
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void Rifle::on_alt_mode(bool alt_mode) {
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this->request_alt_mode = alt_mode;
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}
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@ -23,24 +70,23 @@ void Rifle::on_animation_changed(String new_animation) {
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if (new_animation == "aim") {
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this->in_alt_mode = true;
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get_camera()->set_fov_factor(this->ads_factor);
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} else if (new_animation == "RESET") {
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} else if (new_animation == "hip") {
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this->in_alt_mode = false;
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get_camera()->set_fov_factor(1.f);
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get_camera()->set_fov_factor(1.0);
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} else if (new_animation == "run") {
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get_camera()->set_fov_factor(this->run_factor);
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}
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print_line(vformat("playing %s", new_animation));
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Vector<String> queue{ get_anim()->get_queue() };
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print_line(queue);
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}
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void Rifle::ready() {
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get_anim()->connect("current_animation_changed", callable_mp(this, &self_type::on_animation_changed));
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PlayerInput *input{ cast_to<PlayerInput>(get_node(NodePath("%PlayerInput"))) };
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input->connect(PlayerInput::sig_primary_fire, callable_mp(this, &self_type::on_primary_fire));
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input->connect(PlayerInput::sig_alt_mode, callable_mp(this, &self_type::on_alt_mode));
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get_anim()->animation_set_next("hip_to_aim", "aim");
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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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get_input()->connect(PlayerInput::sig_primary_fire, callable_mp(this, &self_type::on_primary_fire));
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get_input()->connect(PlayerInput::sig_alt_mode, callable_mp(this, &self_type::on_alt_mode));
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play_equip_anim();
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}
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void Rifle::process(double delta) {
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@ -50,12 +96,27 @@ void Rifle::process(double delta) {
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get_camera()->set_fov_factor(Math::lerp(1.f, this->ads_factor, progress));
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} else if (current == "aim_to_hip") {
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get_camera()->set_fov_factor(Math::lerp(this->ads_factor, 1.f, progress));
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} else if (current == "aim_to_run") {
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get_camera()->set_fov_factor(Math::lerp(this->ads_factor, this->run_factor, progress));
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} else if (current == "run_to_aim") {
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get_camera()->set_fov_factor(Math::lerp(this->run_factor, this->ads_factor, progress));
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} else if (current == "hip_to_run") {
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get_camera()->set_fov_factor(Math::lerp(1.f, this->run_factor, progress));
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} else if (current == "run_to_hip") {
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get_camera()->set_fov_factor(Math::lerp(this->run_factor, 1.f, progress));
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} else if (this->request_alt_mode != this->in_alt_mode && current.is_empty()) {
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get_anim()->clear_queue();
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if (this->request_alt_mode) {
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get_anim()->queue("hip_to_aim");
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queue_start_aim();
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} else {
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get_anim()->queue("aim_to_hip");
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queue_stop_ads_anim();
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}
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}
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bool run_requested{ this->run_requested() };
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if (this->running != run_requested) {
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if (run_requested) {
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queue_start_run_anim();
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} else {
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stop_run_anim();
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}
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}
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}
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@ -79,7 +140,11 @@ void Rifle::_notification(int what) {
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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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return animation == "run" && !this->request_alt_mode;
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}
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bool Rifle::run_requested() const {
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return get_body()->get_wants_to_run() && !this->request_alt_mode;
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}
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void Rifle::notify_selected() {
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@ -8,9 +8,16 @@ class PlayerBody;
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class Rifle : public WeaponBase {
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GDCLASS(Rifle, WeaponBase);
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static void _bind_methods();
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void queue_start_aim();
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void queue_stop_ads_anim();
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void queue_start_run_anim();
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void stop_run_anim();
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void shoot();
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void play_equip_anim();
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void on_primary_fire(bool down);
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void on_alt_mode(bool alt_mode);
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void on_animation_changed(String new_anim);
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void on_run_input(bool run);
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void ready();
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void process(double delta);
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@ -18,12 +25,15 @@ public:
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void _notification(int what);
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virtual bool allows_running() const override;
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bool run_requested() const;
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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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float run_factor{ 1.5f };
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bool request_alt_mode{ false };
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bool in_alt_mode{ false };
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bool running{ false };
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};
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#endif // !WEAPONS_RIFLE_H
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