Added graphics options for psx effects
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@@ -44,12 +44,12 @@ func _process(delta: float) -> void:
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if enemy_spawn_timers[enemy] >= enemy.spawn_cooldown:
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if is_multiplayer_authority():
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if type == Data.EnemyType.LAND:
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networked_spawn_land_enemy.rpc(enemy.title, own_id, enemy_id)
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networked_spawn_land_enemy.rpc(game_manager.level.enemy_pool.find(enemy), own_id, enemy_id)
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if type == Data.EnemyType.AIR:
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var radius: float = 10.0
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var random_dir: Vector3 = Vector3(randf_range(-1, 1), randf_range(-1, 1), randf_range(-1, 1))
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var random_pos: Vector3 = randf_range(0, radius) * random_dir.normalized()
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networked_spawn_air_enemy.rpc(enemy.title, random_pos, own_id, enemy_id)
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networked_spawn_air_enemy.rpc(game_manager.level.enemy_pool.find(enemy), random_pos, own_id, enemy_id)
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enemy_spawn_timers[enemy] -= enemy.spawn_cooldown
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enemy_spawned.emit()
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@@ -60,16 +60,12 @@ func _process(delta: float) -> void:
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#TODO: not sure enemies need all this info over the network
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@rpc("reliable", "call_local")
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func networked_spawn_land_enemy(enemy_stats: String, id1: int, id2: int) -> void:
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var e_stats: Enemy = null
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for enemy: Enemy in game_manager.level.enemy_pool:
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if enemy.title == enemy_stats:
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e_stats = enemy
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func networked_spawn_land_enemy(enemy_num: int, id1: int, id2: int) -> void:
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var enemy: EnemyController
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enemy = e_stats.scene.instantiate()
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enemy = game_manager.level.enemy_pool[enemy_num].scene.instantiate()
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enemy.stats = game_manager.level.enemy_pool[enemy_num]
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enemy.corpse_root = game_manager.level.corpses
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enemy.name = str(id1) + str(id2)
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enemy.stats = e_stats
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enemy.died.connect(enemy_died_callback)
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enemy.reached_goal.connect(enemy_reached_goal_callback)
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#enemy.movement_controller.path = path.curve
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@@ -107,17 +103,13 @@ func update_path() -> void:
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@rpc("reliable", "call_local")
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func networked_spawn_air_enemy(enemy_stats: String, pos: Vector3, id1: int, id2: int) -> void:
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var e_stats: Enemy = null
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for enemy: Enemy in game_manager.level.enemy_pool:
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if enemy.title == enemy_stats:
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e_stats = enemy
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func networked_spawn_air_enemy(enemy_num: int, pos: Vector3, id1: int, id2: int) -> void:
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var enemy: EnemyController
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enemy = e_stats.scene.instantiate()
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enemy = game_manager.level.enemy_pool[enemy_num].scene.instantiate()
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enemy.stats = game_manager.level.enemy_pool[enemy_num]
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enemy.corpse_root = game_manager.level.corpses
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enemy.name = str(id1) + str(id2)
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enemy.position = pos + global_position
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enemy.stats = e_stats
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enemy.died.connect(enemy_died_callback)
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enemy.reached_goal.connect(enemy_reached_goal_callback)
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enemy.movement_controller.goal = dest
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