spawn behavior
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@@ -6,6 +6,7 @@ extends Node
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if current_controlled != null and current_controlled != value:
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current_controlled.desired_throttle = 0.0
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current_controlled.steer_input = 0.0
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current_controlled.fire_intents.clear()
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current_controlled = value
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if is_node_ready():
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if current_controlled != null:
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@@ -56,9 +57,12 @@ func _process(delta: float) -> void:
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current_controlled.desired_throttle = desired_throttle
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current_controlled.steer_input = steer_input
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if Input.is_action_pressed("fire"):
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current_controlled.fire_weapons()
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current_controlled.fire_intents[0] = Input.is_action_pressed("fire")
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed(&"debug_possess_next"):
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_possess_next()
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func _possess() -> void:
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if camera_rig != null:
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camera_rig.target = current_controlled
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@@ -66,3 +70,11 @@ func _possess() -> void:
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world_manager.focus = current_controlled
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if hud != null:
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hud.boat = current_controlled
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func _possess_next() -> void:
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var boats := get_tree().get_nodes_in_group(&"boats")
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if boats.is_empty():
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current_controlled = null
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return
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var idx := boats.find(current_controlled)
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current_controlled = boats[(idx + 1) % boats.size()]
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