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Now entities will be snapped to the terrarin after they spawn.
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@ -91,6 +91,7 @@ var model_rotation_node : Spatial
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var character_skeleton : CharacterSkeleton3D
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var character_skeleton : CharacterSkeleton3D
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var visibility_update_timer : float = 0
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var visibility_update_timer : float = 0
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var placed : bool = false
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func _ready() -> void:
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func _ready() -> void:
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camera = get_node_or_null("CameraPivot/Camera") as Camera
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camera = get_node_or_null("CameraPivot/Camera") as Camera
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@ -177,6 +178,22 @@ func _physics_process(delta : float) -> void:
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if dead:
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if dead:
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return
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return
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if not placed:
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if world != null:
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if not world.is_position_walkable(transform.origin):
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return
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var space : PhysicsDirectSpaceState = get_world().direct_space_state
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var res : Dictionary = space.intersect_ray(transform.origin, transform.origin + Vector3(0, -100, 0), [ self ])
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if not res.empty():
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var pos : Vector3 = res["position"]
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transform.origin = pos + Vector3(0, 0.2, 0)
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placed = true
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return
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if entity.c_is_controlled:
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if entity.c_is_controlled:
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process_input(delta)
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process_input(delta)
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process_movement_player(delta)
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process_movement_player(delta)
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