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ammo_drop.gd
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class_name ammo extends Node3D
var type
var amount
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
SignalBus.connect("player_death", despawn)
var player = PlayerManager.player
var wep1 = player.get_current_weapon()
var wep2 = player.get_other_weapon()
#if randi_range(0,10) % 2 == 0: # randomly chooses between giving ammo for current or other weapon
if wep1:
type = wep1.name
amount = wep1.get_reward_amount()
else:
if wep2:
type = wep2.name
amount = wep2.get_reward_amount()
elif wep1:
type = wep1.name
amount = wep1.get_reward_amount()
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _physics_process(delta: float) -> void:
$"../model".rotation_degrees = $"../model".rotation_degrees + Vector3(0,1,0)
self.rotation_degrees = self.rotation_degrees + Vector3(0,1,0)
pass
func despawn():
var collision = get_child(0)
collision.disabled = true
SignalBus.emit_signal("call_hud_initialize")
get_parent().queue_free()