feat: updated engine
This commit is contained in:
parent
a6984a9d33
commit
e8e7c242b2
38 changed files with 96 additions and 41 deletions
2
engine
2
engine
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Subproject commit 5ad8b27d8db0776700c2b08bf68fbea5e0a4680d
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Subproject commit d7c45b19ccf6ddadc73d1c8423cd2848f59de437
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#include "damage_box.h"
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#include "health_status.h"
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#include "hitbox.h"
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#include "core/config/engine.h"
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#include "core/object/callable_mp.h"
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#include "core/object/class_db.h"
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#include "wave_survival/health_status.h"
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#include "wave_survival/hitbox.h"
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void DamageBox::_bind_methods() {
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ClassDB::bind_method(D_METHOD("attack_motion_begin"), &self_type::attack_motion_begin);
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#include "enemy_rifleman.h"
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#include "core/config/engine.h"
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#include "core/object/class_db.h"
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#include "core/os/memory.h"
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#include "scene/animation/animation_player.h"
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#include "wave_survival/macros.h"
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#include "enemy_wretched.h"
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#include "core/config/engine.h"
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#include "scene/animation/animation_player.h"
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#include "wave_survival/npc_unit.h"
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#include "wave_survival/player_body.h"
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#include "enemy_body.h"
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#include "core/math/math_funcs.h"
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#include "core/config/engine.h"
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#include "macros.h"
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#include "scene/animation/animation_player.h"
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#include "wave_survival/npc_unit.h"
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#ifndef ENEMY_BODY_H
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#define ENEMY_BODY_H
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#include "core/object/callable_mp.h"
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#include "scene/3d/navigation/navigation_agent_3d.h"
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#include "scene/3d/physics/character_body_3d.h"
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#include "wave_survival/health_status.h"
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#include "enemy_spawner.h"
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#include "core/config/engine.h"
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#include "core/io/resource.h"
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#include "core/object/object.h"
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#include "core/io/resource_loader.h"
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#include "core/object/callable_mp.h"
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#include "core/object/class_db.h"
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#include "macros.h"
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#include "map_region.h"
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#include "npc_unit.h"
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#include "patrol_path.h"
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#include "scene/resources/packed_scene.h"
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#include "wave_survival/map_region.h"
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#include "wave_survival/npc_unit.h"
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#include "wave_survival/patrol_path.h"
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void SpawnData::_bind_methods() {
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BIND_HPROPERTY(Variant::DICTIONARY, difficulty_spawns, PROPERTY_HINT_DICTIONARY_TYPE, vformat("int;%s/%s:PackedScene", Variant::OBJECT, PROPERTY_HINT_RESOURCE_TYPE));
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#include "core/io/resource.h"
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#include "core/templates/hash_map.h"
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#include "scene/3d/marker_3d.h"
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#include "scene/resources/packed_scene.h"
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class MapRegion;
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class PatrolPath;
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#include "heads_up_display.h"
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#include "core/config/engine.h"
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#include "core/object/callable_mp.h"
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#include "core/object/class_db.h"
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HeadsUpDisplay *HeadsUpDisplay::singleton_instance{ nullptr };
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#include "health_status.h"
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#include "core/config/engine.h"
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#include "core/object/class_db.h"
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#include "macros.h"
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String HealthStatus::sig_death{ "death" };
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#include "hitbox.h"
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#include "health_status.h"
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#include "core/config/engine.h"
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#include "core/object/callable_mp.h"
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#include "core/object/class_db.h"
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#include "macros.h"
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#include "wave_survival/health_status.h"
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void Hitbox::_bind_methods() {
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BIND_HPROPERTY(Variant::OBJECT, health, PROPERTY_HINT_NODE_TYPE, "HealthStatus");
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#include "hitscan_muzzle.h"
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#include "health_status.h"
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#include "hitbox.h"
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#include "core/config/engine.h"
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#include "core/io/resource_loader.h"
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#include "core/object/callable_mp.h"
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#include "core/object/class_db.h"
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#include "macros.h"
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#include "muzzle_effect.h"
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#include "scene/resources/packed_scene.h"
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#include "wave_survival/health_status.h"
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#include "wave_survival/hitbox.h"
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#include "wave_survival/muzzle_effect.h"
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void HitscanMuzzle::_bind_methods() {
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ClassDB::bind_method(D_METHOD("shoot"), &self_type::shoot);
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#define HITSCAN_MUZZLE_H
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#include "scene/3d/physics/ray_cast_3d.h"
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#include "scene/resources/packed_scene.h"
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class MuzzleEffect;
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class HitscanMuzzle : public RayCast3D {
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#include "interactable.h"
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#include "heads_up_display.h"
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#include "core/object/class_db.h"
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#include "macros.h"
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void Interactable::_bind_methods() {
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#ifndef INTERACTABLE_H
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#define INTERACTABLE_H
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#include "player_interactor.h"
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#include "scene/main/node.h"
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#include "wave_survival/player_interactor.h"
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class Interactable : public Node {
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GDCLASS(Interactable, Node);
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#include "map_region.h"
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#include "enemy_body.h"
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#include "player_body.h"
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#include "core/config/engine.h"
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#include "wave_survival/enemy_body.h"
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#include "wave_survival/player_body.h"
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String const MapRegion::sig_difficulty_increased{ "difficulty_increased" };
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String const MapRegion::sig_phase_changed{ "hunt_phase" };
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#define MAP_REGION_H
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#include "core/templates/hash_set.h"
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#include "npc_unit.h"
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#include "scene/3d/physics/area_3d.h"
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#include "wave_survival/npc_unit.h"
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class MapRegion : public Area3D {
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GDCLASS(MapRegion, Area3D);
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#include "muzzle_effect.h"
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#include "core/object/class_db.h"
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void MuzzleEffect::_bind_methods() {
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GDVIRTUAL_BIND(trigger);
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#include "npc_unit.h"
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#include "enemy_body.h"
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#include "core/config/engine.h"
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#include "core/object/class_db.h"
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#include "macros.h"
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#include "map_region.h"
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#include "patrol_path.h"
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#include "player_detector.h"
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#include "scene/resources/packed_scene.h"
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#include "wave_survival/enemy_body.h"
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#include "wave_survival/map_region.h"
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#include "wave_survival/patrol_path.h"
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#include "wave_survival/player_detector.h"
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void NpcUnit::_bind_methods() {
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BIND_HPROPERTY(Variant::OBJECT, patrol_path, PROPERTY_HINT_NODE_TYPE, "PatrolPath");
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#define NPC_UNIT_H
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#include "scene/3d/node_3d.h"
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#include "scene/resources/packed_scene.h"
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class StateMachine;
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class EnemyBody;
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class PatrolPath;
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#include "patrol_path.h"
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#include "core/config/engine.h"
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#include "core/object/callable_mp.h"
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void PatrolPath::_bind_methods() {}
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#include "player_body.h"
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#include "core/config/engine.h"
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#include "core/object/callable_mp.h"
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#include "health_status.h"
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#include "macros.h"
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#include "player_camera.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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#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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PlayerBody *PlayerBody::singleton_instance{ nullptr };
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#include "player_camera.h"
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#include "core/config/engine.h"
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#include "core/object/callable_mp.h"
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#include "macros.h"
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#include "player_body.h"
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#include "player_input.h"
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#include "wave_survival/player_body.h"
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#include "wave_survival/player_input.h"
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void PlayerCamera::_bind_methods() {
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}
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#include "player_detector.h"
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#include "player_body.h"
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#include "sound_event_patchboard.h"
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#include "core/config/engine.h"
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#include "core/object/callable_mp.h"
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#include "wave_survival/player_body.h"
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#include "wave_survival/sound_event_patchboard.h"
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String PlayerDetector::sig_awareness_changed{ "awareness_changed" };
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#include "player_input.h"
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#include "core/config/engine.h"
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#include "core/input/input.h"
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#include "core/object/callable_mp.h"
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#include "scene/main/scene_tree.h"
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String PlayerInput::sig_movement_input{ "movement_input" };
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#include "player_interactor.h"
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#include "interactable.h"
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#include "player_body.h"
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#include "player_input.h"
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#include "weapon_inventory.h"
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#include "core/config/engine.h"
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#include "core/object/class_db.h"
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#include "wave_survival/interactable.h"
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#include "wave_survival/player_body.h"
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#include "wave_survival/player_input.h"
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#include "wave_survival/weapon_inventory.h"
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void PlayerInteractor::_bind_methods() {
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ClassDB::bind_method(D_METHOD("pickup_demo_pack"), &self_type::pickup_demo_pack);
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#ifndef PLAYER_INTERACTOR_H
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#define PLAYER_INTERACTOR_H
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#include "core/object/callable_mp.h"
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#include "scene/3d/physics/shape_cast_3d.h"
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class Interactable;
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class WeaponInventory;
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#include "register_types.h"
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#include "core/config/engine.h"
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#include "core/object/class_db.h"
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#include "wave_survival/damage_box.h"
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#include "wave_survival/enemies/enemy_rifleman.h"
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#include "sound_event_node.h"
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#include "core/config/engine.h"
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#include "core/object/class_db.h"
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#include "macros.h"
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#include "sound_event_patchboard.h"
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#include "wave_survival/sound_event_patchboard.h"
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void SoundEventNode::_bind_methods() {
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ClassDB::bind_method(D_METHOD("trigger_event"), &self_type::trigger_event);
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#include "state_machine.h"
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#include "core/config/engine.h"
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#include "state.h"
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#include "wave_survival/state.h"
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void StateMachine::_bind_methods() {
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ClassDB::bind_method(D_METHOD("switch_to_state", "state"), &self_type::switch_to_state);
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#include "weapon_base.h"
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#include "core/config/engine.h"
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#include "core/object/class_db.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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#include "wave_survival/player_body.h"
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#include "wave_survival/player_camera.h"
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#include "wave_survival/player_input.h"
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void WeaponBase::_bind_methods() {
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BIND_HPROPERTY(Variant::OBJECT, anim, PROPERTY_HINT_NODE_TYPE, AnimationPlayer::get_class_static());
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#include "weapon_inventory.h"
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#include "core/config/engine.h"
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#include "core/object/callable_mp.h"
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#include "core/object/class_db.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 "wave_survival/player_input.h"
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#include "wave_survival/weapon_base.h"
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void WeaponInventory::_bind_methods() {
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BIND_HPROPERTY(Variant::OBJECT, starting_weapon, PROPERTY_HINT_RESOURCE_TYPE, "PackedScene");
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#ifndef WEAPON_INVENTORY_H
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#define WEAPON_INVENTORY_H
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#include "scene/3d/node_3d.h"
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#include "scene/main/node.h"
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#include "scene/resources/packed_scene.h"
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class PlayerBody;
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#include "revolver.h"
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#include "core/config/engine.h"
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#include "core/object/callable_mp.h"
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#include "core/object/class_db.h"
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#include "scene/animation/animation_player.h"
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#include "wave_survival/macros.h"
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#include "wave_survival/player_body.h"
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#include "rifle.h"
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#include "core/config/engine.h"
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#include "core/object/callable_mp.h"
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#include "core/object/class_db.h"
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#include "scene/animation/animation_player.h"
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#include "wave_survival/hitscan_muzzle.h"
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#include "wave_survival/macros.h"
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#include "wave_survival/player_body.h"
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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_inventory.h"
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#ifndef WEAPONS_RIFLE_H
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#define WEAPONS_RIFLE_H
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#include "wave_survival/player_camera.h"
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#include "wave_survival/weapon_base.h"
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class PlayerBody;
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class HitscanMuzzle;
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