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webfishing-macos-installer
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A native webfishing installer for macos
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Updated mod for webfishing 1.11
regnault.dev
1 year ago
c361e743
7a731e98
+20
-29
1 changed file
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example_mods
ship
patch
player.patch
+20
-29
example_mods/ship/patch/player.patch
···
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diff --git a/webfishing/Scenes/Entities/Player/player.gd b/Users/evann/Godot/Webfishing/Scenes/Entities/Player/player.gd
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index 3879ff8..cc20048 100644
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--- a/webfishing/Scenes/Entities/Player/player.gd
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+++ b/Users/evann/Godot/Webfishing/Scenes/Entities/Player/player.gd
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@@ -30,6 +30,7 @@ export var NPC_cosmetics = {"species": "species_cat", "pattern": "pattern_none"
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diff --git a/player.gd b/player copie.gd
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index c84af29..4cb41f9 100644
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--- a/player.gd
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+++ b/player copie.gd
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@@ -23,6 +23,7 @@ const PARTICLE_DATA = {
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"music": preload("res://Scenes/Particles/music_particle.tscn"),
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"kiss": preload("res://Scenes/Particles/kiss.tscn"),
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}
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+var ship_mod_instance = preload("res://Mods/Ship/ship.gd").new()
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export (NodePath) var hand_sprite_node
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export (NodePath) var hand_bone_node
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@@ -31,6 +32,7 @@ export var NPC_cosmetics = {"species": "species_cat", "pattern": "pattern_none"
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export var NPC_name = "NPC Test"
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export var NPC_title = "npc title here"
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+var ship_mod_instance = preload("res://Mods/Ship/ship.gd").new()
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+
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var camera_zoom = 5.0
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var direction = Vector3()
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@@ -341,6 +342,7 @@ func _process(delta):
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func _controlled_process(delta):
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_get_input()
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+
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_process_movement(delta)
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_process_timers()
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_interact_check()
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@@ -480,7 +482,7 @@ func _process_timers():
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func _get_input():
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direction = Vector3.ZERO
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-
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+
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if Input.is_action_just_released("primary_action"): _primary_action_release()
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if Input.is_action_pressed("primary_action"): _primary_action_hold()
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else: primary_hold_timer = 0
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@@ -538,8 +540,10 @@ func _get_input():
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@@ -531,6 +533,10 @@ func _get_input():
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mouse_look = false
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+ if ship_mod_instance.is_sitting_on_ship(self):
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+ ship_mod_instance.process_ship(self, get_world())
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+ return
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+
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if sitting: return
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-
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if Input.is_action_pressed("move_forward"): direction -= cam_base.transform.basis.z
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if Input.is_action_pressed("move_back"): direction += cam_base.transform.basis.z
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if Input.is_action_pressed("move_right"): direction += cam_base.transform.basis.x
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@@ -1405,16 +1409,6 @@ func _create_prop(ref, offset = Vector3(0, 1, 0), restrict_to_one = false):
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@@ -1389,17 +1395,6 @@ func _create_prop(ref, offset = Vector3(0, 1, 0), restrict_to_one = false):
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PlayerData.emit_signal("_prop_update")
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return false
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+
-
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- if $detection_zones / prop_detect.get_overlapping_bodies().size() > 0 or not is_on_floor() or not $detection_zones / prop_ray.is_colliding():
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- PlayerData._send_notification("invalid prop placement", 1)
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- return false