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@ -30,7 +30,7 @@ func push(body):
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[sub_resource type="SphereShape" id=4]
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[sub_resource type="SphereShape" id=4]
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[sub_resource type="SphereShape" id=3]
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[sub_resource type="SphereShape" id=3]
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radius = 0.803016
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radius = 0.591769
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[node name="Arm" instance=ExtResource( 1 )]
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[node name="Arm" instance=ExtResource( 1 )]
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script = SubResource( 1 )
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script = SubResource( 1 )
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@ -9,13 +9,26 @@ onready var physics_shape = get_node("PartCollider")
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export(int) var key
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export(int) var key
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var setup_done = false
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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func _ready() -> void:
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assert(base is BodyBase)
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assert(base is BodyBase)
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func _process(delta: float) -> void:
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if not setup_done:
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var translation = physics_shape.to_global(physics_shape.translation)
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physics_shape.translation = Vector3.ZERO
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remove_child(physics_shape)
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remove_child(physics_shape)
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base.call_deferred("add_child", physics_shape)
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base.add_child(physics_shape)
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physics_shape.global_transform.origin = translation
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setup_done = true
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func _unhandled_input(event):
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func _unhandled_input(event):
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@ -18,10 +18,16 @@ _global_script_classes=[ {
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"class": "BodyPart",
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"class": "BodyPart",
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"language": "GDScript",
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"language": "GDScript",
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"path": "res://Ingame/BodyParts/BodyPart.gd"
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"path": "res://Ingame/BodyParts/BodyPart.gd"
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}, {
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"base": "BodyPart",
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"class": "PushingBodyPart",
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"language": "GDScript",
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"path": "res://Ingame/BodyParts/PushingBodyPart.gd"
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} ]
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} ]
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_global_script_class_icons={
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_global_script_class_icons={
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"BodyBase": "",
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"BodyBase": "",
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"BodyPart": ""
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"BodyPart": "",
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"PushingBodyPart": ""
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}
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}
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[application]
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[application]
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