Make death look a bit nicer
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b2dbd2deee
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@ -8,13 +8,14 @@ glow_enabled = true
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_oh8vq"]
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[node name="player" type="LocalPlayer" unique_id=863055906 node_paths=PackedStringArray("camera", "soldier_mesh", "collider", "splorch")]
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[node name="player" type="LocalPlayer" unique_id=863055906 node_paths=PackedStringArray("camera", "soldier_mesh", "collider", "splorch", "dead_cam_target")]
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look_sensitivity = 1.5
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camera = NodePath("camera_3d")
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move_speed = 5.0
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soldier_mesh = NodePath("soldier_m")
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collider = NodePath("collision_shape_3d2")
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splorch = NodePath("splorch")
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dead_cam_target = NodePath("dead_camera_target")
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health = 100
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collision_mask = 4
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@ -33,3 +34,6 @@ shape = SubResource("CapsuleShape3D_oh8vq")
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[node name="splorch" parent="." unique_id=986677517 instance=ExtResource("2_ywmwa")]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.16157162, 1.4223524, 0)
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[node name="dead_camera_target" type="Node3D" parent="." unique_id=559969559]
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transform = Transform3D(1, 0, 0, 0, 0.9069022, 0.4213412, 0, -0.4213412, 0.9069022, 0, 2.3258846, 1.5254744)
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@ -94,6 +94,8 @@ pub struct LocalPlayer {
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#[export]
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splorch: Option<Gd<GpuParticles3D>>,
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#[export]
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dead_cam_target: Option<Gd<Node3D>>,
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#[export]
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health: i32,
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pub player_id: Option<u16>,
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@ -264,6 +266,15 @@ impl ICharacterBody3D for LocalPlayer {
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}
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self.player_update(delta);
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if self.is_dead
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&& let Some(target) = &self.dead_cam_target
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&& let Some(camera) = &mut self.camera
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{
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let camera_prev_pos = camera.get_global_position();
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let new_pos = camera_prev_pos.lerp(target.get_global_position(), 0.1);
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camera.set_global_position(new_pos);
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}
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}
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fn input(&mut self, event: Gd<InputEvent>) {
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