|
|
|
|
@ -192,10 +192,6 @@ func action_shoot():
|
|
|
|
|
|
|
|
|
|
Audio.play(weapon.sound_shoot)
|
|
|
|
|
|
|
|
|
|
container.position.z += 0.25 # Knockback of weapon visual
|
|
|
|
|
camera.rotation.x += 0.025 # Knockback of camera
|
|
|
|
|
movement_velocity += Vector3(0, 0, weapon.knockback) # Knockback
|
|
|
|
|
|
|
|
|
|
# Set muzzle flash position, play animation
|
|
|
|
|
|
|
|
|
|
muzzle.play("default")
|
|
|
|
|
@ -234,7 +230,11 @@ func action_shoot():
|
|
|
|
|
get_tree().root.add_child(impact_instance)
|
|
|
|
|
|
|
|
|
|
impact_instance.position = raycast.get_collision_point() + (raycast.get_collision_normal() / 10)
|
|
|
|
|
impact_instance.look_at(camera.global_transform.origin, Vector3.UP, true)
|
|
|
|
|
impact_instance.look_at(camera.global_transform.origin, Vector3.UP, true)
|
|
|
|
|
|
|
|
|
|
container.position.z += 0.25 # Knockback of weapon visual
|
|
|
|
|
camera.rotation.x += 0.025 # Knockback of camera
|
|
|
|
|
movement_velocity += Vector3(0, 0, weapon.knockback) # Knockback
|
|
|
|
|
|
|
|
|
|
# Toggle between available weapons (listed in 'weapons')
|
|
|
|
|
|
|
|
|
|
|