- Pause status is cached and restored when the Bugbot camera is spawned and despawned.
- Added extra explicit typing to node values just for the hell of it.
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@ -46,17 +46,19 @@ extends CharacterBody3D
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@export var joypad_place_marker : InputEventJoypadButton
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@export var joypad_place_marker : InputEventJoypadButton
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@export var joypad_exit_placement : InputEventJoypadButton
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@export var joypad_exit_placement : InputEventJoypadButton
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@onready var laser_beam : Node3D = $LaserBeamRoot
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@onready var laser_beam : Node3D = $LaserBeamRoot as Node3D
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@onready var movement_speed_change_timer : Timer = $MovementSpeedChangeTimer
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@onready var movement_speed_change_timer : Timer = $MovementSpeedChangeTimer as Timer
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@onready var exit_placement_timer : Timer = $ExitPlacementTimer
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@onready var exit_placement_timer : Timer = $ExitPlacementTimer as Timer
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var movement_speed : float = 5.0
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var movement_speed : float = 5.0
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var stored_mouse_mode : int = Input.MOUSE_MODE_CAPTURED
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var stored_mouse_mode : int = Input.MOUSE_MODE_CAPTURED
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var stored_pause_status : bool = false
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var raycast_collision : Dictionary
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var raycast_collision : Dictionary
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func _enter_tree() -> void:
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func _enter_tree() -> void:
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stored_pause_status = get_tree().paused
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get_tree().paused = true
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get_tree().paused = true
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stored_mouse_mode = Input.mouse_mode
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stored_mouse_mode = Input.mouse_mode
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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@ -134,7 +136,7 @@ func _exit_tree() -> void:
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InputMap.action_erase_event(&"bugbot_movement_speed_down", joypad_movement_speed_down)
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InputMap.action_erase_event(&"bugbot_movement_speed_down", joypad_movement_speed_down)
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Input.mouse_mode = stored_mouse_mode
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Input.mouse_mode = stored_mouse_mode
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get_tree().paused = false
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get_tree().paused = stored_pause_status
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func _process(_delta:float) -> void:
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func _process(_delta:float) -> void:
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