diff options
Diffstat (limited to 'godot/scripts/characters/player_controller_new.gd')
| -rw-r--r-- | godot/scripts/characters/player_controller_new.gd | 8 |
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 |
