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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@@ -133,7 +133,14 @@ func _process(_delta: float):
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if _is_local and input:
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var mx := Input.get_axis("move_west", "move_east")
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var mz := Input.get_axis("move_north", "move_south")
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get_window().title = "TS [mv=%.1f,%.1f] [sl=%s%s%s%s] [fire=%s]" % [mx, mz, input.slot_1, input.slot_2, input.slot_3, input.slot_4, input.fire_held]
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var dead := death_tick >= 0
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var frozen := round_manager != null and round_manager.freeze_end_tick >= 0 and NetworkTime.tick < round_manager.freeze_end_tick
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var hp_str := str(health)
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var rm_ok := round_manager != null
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# Weapon model load status from weapon_manager
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var knife_ok := weapon_manager != null and weapon_manager.has_knife_model()
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var gun_ok := weapon_manager != null and weapon_manager.has_gun_model()
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get_window().title = "TS [mv=%.1f,%.1f] hp=%s d=%s f=%s k=%s g=%s [fire=%s]" % [mx, mz, hp_str, dead, frozen, knife_ok, gun_ok, input.fire_held]
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# Smooth position interpolation between ticks
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var f := NetworkTime.tick_factor
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