feat: real per-weapon reload/recoil choreography + knife slash, fully matte hair
Weapons no longer reload by spinning the gun 360 (that was the upside-down
flip; nothing detached). New ViewmodelAnim module drives per-style manual-of-
arms sequences on the existing model_root + named arm pivots, with a temporary
magazine/shell/rocket/cell prop that visibly leaves and returns to the gun:
- mag (M4/AK/MP7/DMR): roll gun to present the well, hand rips the mag
down and away, fresh mag up, seat, charge. Gun stays UPRIGHT.
- boltmag (AWP): mag swap + a distinct bolt-cycle rock.
- break (double barrel): hinge open, flick both shells out, drop fresh
shells in, snap shut.
- tube (rocket launcher): tip the tube in, shove a rocket home, shoulder.
- cell (plasma/nail gun): glowing energy cell swapped on the side.
Per-shot viewmodel recoil kick (ViewmodelAnim.apply_kick) scaled by each
weapon's recoil_amplitude, so an AWP slams and an MP7 chatters — replaces the
old flat model behaviour. Weapons expose reload_style; base classes call
play_reload / stop (on unequip) / apply_kick.
Knife: the old barely-visible flick is now a real diagonal slash that
alternates backhand/forehand, whips the blade through screen centre, and
fires the third-person melee arm-swing action (synced to other players).
Hair/materials: specular fully to 0 (even a 2% stepped glint swept as shine
across Taila's hair when the camera moved); rim trimmed to a whisper. Fully
matte cloth/hair now.
Verify: debug/fp_weapon_capture.gd screenshots each weapon's reload phases,
the knife slash, and the fire kick.
Co-Authored-By: Claude Fable 5 <[email protected]>
This commit is contained in:
co-authored by
Claude Fable 5
parent
d46530bd8c
commit
df0bf18e0f
@@ -6,6 +6,7 @@ class_name DoubleBarrelShotgun
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var shells: int = 2
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var reloading: bool = false
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var reload_timer: float = 0.0
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var _vm_kick: float = 0.0
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var player: CharacterBody3D
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var camera: Camera3D
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@@ -57,16 +58,14 @@ func _build_model() -> void:
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func _process(delta: float) -> void:
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if reloading:
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reload_timer -= delta
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# Spin vertically (flip) over the duration of the reload
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var spin_speed = (PI * 2.0) / reload_time
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model_root.rotation.x += spin_speed * delta
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if reload_timer <= 0.0:
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shells = 2
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reloading = false
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model_root.rotation.x = 0.0 # Snap back to perfectly level
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print("Shotgun Reloaded!")
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# Big single-shot shove that springs back.
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if not reloading and _vm_kick > 0.001:
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_vm_kick = lerpf(_vm_kick, 0.0, 1.0 - exp(-12.0 * delta))
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ViewmodelAnim.apply_kick(self, _vm_kick, 0.10)
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func _input(event: InputEvent) -> void:
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if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
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@@ -84,13 +83,22 @@ func _input(event: InputEvent) -> void:
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func _start_reload() -> void:
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reloading = true
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reload_timer = reload_time
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_vm_kick = 0.0
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ViewmodelAnim.play_reload(self, "break", reload_time)
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if reload_sound:
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reload_sound.play()
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## Called by WeaponManager when this weapon is holstered mid-anything.
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func unequip() -> void:
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ViewmodelAnim.stop(self)
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_vm_kick = 0.0
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func _try_fire() -> void:
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if shells > 0 and not reloading:
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shells -= 1
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print("BANG! Shells left: ", shells)
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_vm_kick = minf(_vm_kick + 1.0, 1.4)
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_apply_impulse()
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_shoot_hitscan()
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_play_muzzle_flash()
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