Quaternius weapons, input fixes, sound & path fixes
- Added 6 Quaternius weapon models (Pistol, Revolver, Rifle, Shotgun, P90, SniperRifle) - Created weapon resource files with balanced stats - Wired Pistol + Rifle into player.tscn replacing Kenney blasters - Fixed WASD input (matched input map action names) - Fixed Escape key toggles mouse capture - Added Audio autoload singleton - Fixed broken sound asset paths across all scripts - Fixed all scene ext_resource text paths (nested under assets/kenney-fps/) - Fixed all .import source_file paths - Deleted stale .import files (will be regenerated by editor on open)
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[gd_resource type="Resource" script_class="Weapon" load_steps=4 format=3]
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[ext_resource type="Script" path="res://assets/kenney-fps/scripts/weapon.gd" id="1"]
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[ext_resource type="PackedScene" path="res://assets/quaternius/weapons/p90.tscn" id="2"]
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[ext_resource type="Texture2D" uid="uid://ce3lgq7foiusl" path="res://assets/kenney-fps/sprites/crosshair-repeater.png" id="3"]
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[resource]
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script = ExtResource("1")
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model = ExtResource("2")
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crosshair = ExtResource("3")
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rotation = Vector3(0, 180, 0)
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muzzle_position = Vector3(0.1, -0.4, 1.5)
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cooldown = 0.08
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max_distance = 15
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damage = 18
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spread = 1.0
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shot_count = 1
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knockback = 10
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min_knockback = Vector2(0.025, 0.025)
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max_knockback = Vector2(0.045, 0.04)
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sound_shoot = "assets/kenney-fps/sounds/blaster_repeater.ogg"
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