Traffic implementation
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@@ -215,9 +215,10 @@ func get_player_out_of_vehicle(data):
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#var d = 1.0
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#var state = 0
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func _process(delta):
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if parked:
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mode = RigidBody.MODE_KINEMATIC
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return
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pass
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# if parked:
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# mode = RigidBody.MODE_KINEMATIC
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# return
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# if engine_force > 1000.0 && linear_velocity.length() < 0.1:
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# apply_central_impulse(global_transform.basis.y * mass * 1 + global_transform.basis.z * mass * 5)
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# if d > 0:
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@@ -245,9 +246,9 @@ func is_upright():
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if v.y > v.x && v.y > v.z:
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return true
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return false
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func _physics_process(delta):
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if is_upright():
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if abs(engine_force) > 0 && linear_velocity.y * delta > 0.05:
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add_central_force(Vector3(0, -linear_velocity.y * delta * mass, 0))
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var l = linear_velocity.length() * delta
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add_central_force(Vector3(0, -l * 0.5 * mass, 0))
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#func _physics_process(delta):
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# if is_upright():
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# if abs(engine_force) > 0 && linear_velocity.y * delta > 0.05:
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# add_central_force(Vector3(0, -linear_velocity.y * delta * mass, 0))
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# var l = linear_velocity.length() * delta
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# add_central_force(Vector3(0, -l * 0.5 * mass, 0))
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