Added BodyBase class with specific points for attachments
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Ingame/BodyBase/BodyBase.gd
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Ingame/BodyBase/BodyBase.gd
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extends RigidBody
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class_name BodyBaseNew
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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Ingame/BodyBase/BodyBase.tscn
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Ingame/BodyBase/BodyBase.tscn
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://Ingame/BodyBase/BodyBase.gd" type="Script" id=1]
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[sub_resource type="CapsuleMesh" id=1]
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[sub_resource type="CapsuleShape" id=2]
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[sub_resource type="SphereMesh" id=3]
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[node name="Torso" type="RigidBody"]
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script = ExtResource( 1 )
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[node name="TorsoMesh" type="MeshInstance" parent="."]
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mesh = SubResource( 1 )
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material/0 = null
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[node name="TorsoCollider" type="CollisionShape" parent="."]
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shape = SubResource( 2 )
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[node name="FrontLeftAttachMent" type="MeshInstance" parent="."]
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transform = Transform( -4.88762e-08, 0, 0.3, 0, 0.3, 0, -0.3, 0, -4.88762e-08, 0.6, 0, 1 )
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mesh = SubResource( 3 )
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material/0 = null
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[node name="FrontRightAttachMent" type="MeshInstance" parent="."]
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transform = Transform( -4.88762e-08, 0, -0.3, 0, 0.3, 0, 0.3, 0, -4.88762e-08, -0.6, 0, 1 )
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mesh = SubResource( 3 )
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material/0 = null
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