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- # Stuns people at a distance, removing their linear velocity
-
- extends "res://scripts/player.gd"
-
- onready var destroy_ability = get_node("MasterOnly/Destroy")
-
- var stun_charge = 1
- var velocity_charge = 10 # This one is instantaneous, so it gets quita weight
-
- var zoom_factor = 3
- var sens_factor = 10
-
- # --- Godot overrides ---
-
- func _ready():
- colored_meshes.append("Yaw/Pitch/Beam")
-
- func _process(delta):
- if is_network_master():
-
- var stun = Input.is_action_pressed("hero_4_stun")
- var is_stunning = false
-
- if Input.is_action_just_pressed("hero_4_zoom"):
- get_node("TPCamera").cam_fov /= zoom_factor
- get_node("TPCamera").cam_view_sensitivity /= sens_factor
- get_node("TPCamera").cam_smooth_movement = false
- if Input.is_action_just_released("hero_4_zoom"):
- get_node("TPCamera").cam_fov *= zoom_factor
- get_node("TPCamera").cam_view_sensitivity *= sens_factor
- get_node("TPCamera").cam_smooth_movement = true
-
- var looking_at = pick()
- if looking_at and looking_at.has_method("destroy"):
- destroy_ability.cost = looking_at.destroy_cost
- destroy_ability.disabled = false
- if Input.is_action_just_pressed("primary_ability"):
- if charge > looking_at.destroy_cost:
- build_charge(-looking_at.destroy_cost)
- looking_at.rpc("destroy")
- else:
- destroy_ability.disabled = true
-
- if stun:
- var players = get_node("/root/Level/Players").get_children()
- var player = pick_from(players)
- if player != -1:
- # We get charge for just stunning, plus charge for how much linear velocity we cut out
- build_charge(stun_charge * delta)
- build_charge(velocity_charge * players[player].linear_velocity.length() * delta)
- rpc("stun", players[player].get_name(), get_node("TPCamera/Camera/Ray").get_collision_point())
- is_stunning = true
-
- if not is_stunning:
- rpc("unstun")
-
- # --- Player overrides ---
-
- # --- Own ---
-
- sync func stun(net_id, position):
- # Stun the thing!
- var player = util.get_player(net_id)
- player.set_linear_velocity(Vector3())
-
- # Show the beam!
- var beam = get_node("Yaw/Pitch/Beam")
- get_node("Yaw/Pitch").look_at(position, Vector3(0,1,0))
- beam.show()
- var us = get_node("TPCamera/Camera").get_global_transform().origin
- var distance = position - us
- beam.scale = Vector3(1,distance.length(),1)
- # We move the beam up by half the scale because the position is based on the center, not the bottom
- beam.translation.z = -distance.length() / 2 # We face -z direction
-
- sync func unstun():
- var beam = get_node("Yaw/Pitch/Beam")
- beam.hide()
-
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