Added graphics options for psx effects
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@@ -6,11 +6,15 @@ var direction: Vector3
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func _ready() -> void:
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distance_remaining = character.global_position.distance_to(goal.global_position)
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direction = character.global_position.direction_to(goal.global_position)
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super._ready()
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if goal:
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distance_remaining = character.global_position.distance_to(goal.global_position)
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direction = character.global_position.direction_to(goal.global_position)
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func _physics_process(delta: float) -> void:
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if !direction:
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return
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var distance_travelled: float = (character.stats.movement_speed * clampf(character.movement_speed_penalty, 0.0, 1.0)) * delta
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distance_remaining -= distance_travelled
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character.global_position = character.global_position + (direction * distance_travelled)
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@@ -24,10 +24,9 @@ var next_pos: Vector3
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func _ready() -> void:
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super._ready()
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#if path:
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# distance_remaining = path.get_baked_length()
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next_node = flow_field.get_closest_traversable_point(character.global_position)
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distance_remaining += calculate_distance_to_goal(next_node)
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if flow_field:
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next_node = flow_field.get_closest_traversable_point(character.global_position)
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distance_remaining += calculate_distance_to_goal(next_node)
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func calculate_distance_to_goal(node: FlowNode) -> float:
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