feat: implement plasma gun and rocket swarm mechanics along with various 3D asset imports
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@@ -20,8 +20,8 @@ func _ready() -> void:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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camera = get_node_or_null("Camera3D")
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if camera and params:
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camera.fov = params.base_fov
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_target_fov = params.base_fov
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camera.fov = SettingsManager.world_fov
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_target_fov = SettingsManager.world_fov
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# Explicitly enable callbacks — set_script() at runtime doesn't auto-register them
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set_process_input(true)
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set_process(true)
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@@ -29,7 +29,7 @@ func _ready() -> void:
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func _input(event: InputEvent) -> void:
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if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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var is_ads = camera and camera.fov < params.base_fov - 5.0
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var is_ads = camera and camera.fov < SettingsManager.world_fov - 5.0
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var sens = SettingsManager.ads_sensitivity if is_ads else SettingsManager.mouse_sensitivity
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# Yaw: rotate the player (parent)
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get_parent().rotate_y(-event.relative.x * sens)
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@@ -53,12 +53,12 @@ func _process(delta: float) -> void:
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return
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# ── FOV kick ──────────────────────────────────────────────────────────
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_target_fov = params.base_fov
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_target_fov = SettingsManager.world_fov
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var hspeed := Vector2(player.velocity.x, player.velocity.z).length()
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# Smoothly scale FOV based on speed above walking speed
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var speed_factor = clampf((hspeed - params.walk_speed) / (params.walk_speed * 0.5), 0.0, 1.0)
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_target_fov = lerpf(params.base_fov, params.dash_fov, speed_factor)
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_target_fov = lerpf(SettingsManager.world_fov, SettingsManager.world_fov + 20.0, speed_factor)
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if _weapon_fov_override > 0.0:
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_target_fov = _weapon_fov_override
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