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Diffstat (limited to 'godot/scripts/characters/player_controller_new.gd')
-rw-r--r--godot/scripts/characters/player_controller_new.gd8
1 files changed, 6 insertions, 2 deletions
diff --git a/godot/scripts/characters/player_controller_new.gd b/godot/scripts/characters/player_controller_new.gd
index 6d45415..d78b6e3 100644
--- a/godot/scripts/characters/player_controller_new.gd
+++ b/godot/scripts/characters/player_controller_new.gd
@@ -38,6 +38,8 @@ export var walk_speed:float = 5.0
var c_friction:float = 4.0
var air_control:float = 0.3
+var idle_t: bool = true
+
#ai
onready var ai_state_machine:StateMachine = get_node("AIStateMachine")
enum AIStates { IDLE, MAN_CANNON }
@@ -57,6 +59,8 @@ var ai_should_track: bool = false
var ai_track_object: Spatial = null
const AI_LOOK_SPEED: float = 4.0
+const DROWN_DICT: Dictionary = {"type" : "DROWN", "attacker_net_id" : 1, "attacker_name" : "Davy Jones", "weapon_name" : "his locker"}
+
# Called when the node enters the scene tree
func _ready() -> void:
if weapon_slot1 == null:
@@ -269,7 +273,7 @@ func _integrate_forces(state: PhysicsDirectBodyState) -> void:
rpc("set_phys_transform", transform, linear_velocity)
if global_transform.origin.y < -30:
- rpc("damage", 500000, "drown", [1, "Davy Jones"], "")
+ rpc("damage", 500000, DROWN_DICT)
nav.set_velocity(velocity)
@@ -354,7 +358,7 @@ func leave_ladder():
if (ladder_m.get_parent().top.global_transform.origin - global_transform.origin).length_squared() < 0.01:
apply_central_impulse(-400*ladder_m.global_transform.basis.z)
global_transform.basis = world.global_transform.basis
- neck.set_global_rotation(old_neck_rot)
+ neck.set_global_rotation(Vector3(0,old_neck_rot.y,0))
set_gravity_scale(1.0)
ladder_m.queue_free()
ladder_m = null