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@@ -1,13 +1,14 @@
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extends Node
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extends AIScriptModule
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var raycast_queue = []
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var blood = preload("res://scenes/decals/blood.tscn")
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var blood_decal = preload("res://scenes/decals/blood1-decal.gltf")
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var rnd
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func _ready():
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var root = get_parent()
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func init():
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var root = get_character()
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var queue = [root]
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var hurtboxes = []
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assert(root.has_meta("skeleton"))
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while queue.size() > 0:
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var item = queue.pop_front()
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if item is Area && item.name.ends_with("_hurt"):
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@@ -20,7 +21,15 @@ func _ready():
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rnd = RandomNumberGenerator.new()
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rnd.randomize()
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func area_hit(area, e):
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var root = get_character()
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if area.is_in_group("weapon_hit"):
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var mo = area.get_meta("owner")
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if mo == root:
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# var cam = get_character().get_viewport().get_camera()
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# var pl = cam.get_meta("player")
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# print(mo.name, " ", root.name, " ", e.name)
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# print(mo, " ", root, " ", " ", pl)
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return
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print("HIT")
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var bi = blood.instance()
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var d = area.global_transform.origin.linear_interpolate(e.global_transform.origin, 0.5)
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@@ -40,14 +49,15 @@ func area_hit(area, e):
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offt.y = 0
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org += xoff + offt
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raycast_queue.push_back(org)
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yield(get_tree().create_timer(8), "timeout")
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yield(root.get_tree().create_timer(8), "timeout")
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# TODO: add delay
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bi.queue_free()
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func _physics_process(delta):
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var root = get_parent()
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func update_physics(delta):
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var root = get_character()
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var space_state: PhysicsDirectSpaceState = root.get_world().direct_space_state
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var offsets = [Vector3(0, -2, 0)]
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var cam = get_viewport().get_camera()
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var cam = root.get_viewport().get_camera()
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if !cam.has_meta("player"):
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return
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var player = cam.get_meta("player")
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