feat: implement weapon system, loadout manager, and specialized projectile behaviors with associated assets
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extends BaseHitscanWeapon
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class_name AWP
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var default_fov: float = 75.0
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var target_fov: float = 75.0
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var ads_fov: float = 20.0 # Extremely high zoom
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var is_ads: bool = false
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func _init() -> void:
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weapon_name = "AWP"
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fire_rate = 1.5 # Slow
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max_ammo = 3
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reload_time = 3.0
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base_damage = 150.0 # 1 hit kill
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min_damage = 130.0 # Long falloff still kills
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falloff_start = 100.0
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max_range = 300.0
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automatic = false
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spread_angle = 0.0
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penetration_count = 1
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penetration_damage_penalty = 0.5
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func _build_model() -> void:
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position = Vector3(0.3, -0.3, -0.8)
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var mat_green = StandardMaterial3D.new()
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mat_green.albedo_color = Color(0.1, 0.4, 0.1)
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var mat_black = StandardMaterial3D.new()
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mat_black.albedo_color = Color(0.1, 0.1, 0.1)
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# Body
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var body = MeshInstance3D.new()
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var b_mesh = BoxMesh.new()
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b_mesh.size = Vector3(0.06, 0.12, 0.6)
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b_mesh.material = mat_green
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body.mesh = b_mesh
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model_root.add_child(body)
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# Scope
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var scope = MeshInstance3D.new()
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var s_mesh = CylinderMesh.new()
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s_mesh.top_radius = 0.03
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s_mesh.bottom_radius = 0.03
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s_mesh.height = 0.25
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s_mesh.material = mat_black
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scope.mesh = s_mesh
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scope.rotation.x = deg_to_rad(90)
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scope.position = Vector3(0, 0.09, -0.1)
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model_root.add_child(scope)
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# Long Barrel
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var barrel = MeshInstance3D.new()
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var bar_mesh = CylinderMesh.new()
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bar_mesh.top_radius = 0.015
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bar_mesh.bottom_radius = 0.02
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bar_mesh.height = 0.6
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bar_mesh.material = mat_black
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barrel.mesh = bar_mesh
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barrel.rotation.x = deg_to_rad(90)
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barrel.position = Vector3(0, 0.04, -0.6)
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model_root.add_child(barrel)
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# Audio
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fire_sound = AudioStreamPlayer3D.new()
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fire_sound.stream = load("res://assets/sounds/awp_fire.wav")
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fire_sound.volume_db = 0.0
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model_root.add_child(fire_sound)
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reload_sound = AudioStreamPlayer3D.new()
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reload_sound.stream = load("res://assets/sounds/shotgun_reload.wav") # Reusing for now
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model_root.add_child(reload_sound)
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func _process(delta: float) -> void:
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super._process(delta)
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if camera:
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if Input.is_action_just_pressed("fire_alt"):
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is_ads = not is_ads
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target_fov = ads_fov if is_ads else default_fov
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camera.fov = lerpf(camera.fov, target_fov, 15.0 * delta)
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# Move model slightly based on ADS
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var target_pos = Vector3(0.0, -0.15, -0.6) if is_ads else Vector3(0.3, -0.3, -0.8)
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position = position.lerp(target_pos, 15.0 * delta)
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func _start_reload() -> void:
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super._start_reload()
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is_ads = false # Drop out of ADS on reload
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target_fov = default_fov
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func unequip() -> void:
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is_ads = false
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if camera:
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camera.fov = default_fov
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target_fov = default_fov
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position = Vector3(0.3, -0.3, -0.8)
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