extends Node var mouseSensitivity = 0.01 # Unless otherwise changed by user in settings var playingGame = false # Should be true while in a map, set by menus var fatigue = 100 # Makes it so you can't run forever, you have limited energy var playerHealth = 100 # If zero, the player dies. Bullets cause damage var playerDead = false # Defined by Global.player_dead() var playerAlive = true # Gets set to false by death.tscn then to true after the death timer is up var playerPleaseRespawn = false # When true, this executes the apporiate commands to respawn the player. Controlled by death.tscn var playerYDeath = -20 # The point in which the player will die from falling off the map, defined in map scripts var playerName # Defined in the settings-file.gd script var deathShield = 0 # Makes you unkillable for a specified amount of time. Used to prevent the kill screen from appearing twice as well var goScene # This is used for the sceneChangerConfirm window. Initalized by a different script prior to sceneChangerConfirm var consoleOpen = false # This specifies whether or not the console is open var consoleCommand # Defined by console.gd var consoleOutput # Defined by console.gd var godMode = false # Defined by console.gd var selfTeddy # Defined as soon as the player script is initalized var multiplayerCurrent = false # Whether the player is using multiplayer var currentMapNode # Defined in map scripts var currentMapPath # Defined in map scripts var teddyAuthorityID # Defined from teddy.gd after object is initalized var miniMenuResume = false # Set to true by mainmenu.gd var roundInSession = false # Goes true once the round is started in Teddy.gd var HUDStartLabelText = "" # The text displayed at the bottom of the screen of the server var lastPersonToHitMe = "" # Defined in the Bullet RPC var HUDPlayerDied = false # Tells the HUD.gd script that a point should be added or deducted var connectedPlayers = [] # Currently connected players by their name (NOT THEIR ID) var connectedPlayersByPeerID = [] # Currently connected players by their ID var respawnTimeModifier = 1.0 # Affects how quickly the player respawns in death.gd var musicName = "" # Name of music for HUD.gd var musicAuthor = "" # Name of music author for HUD.gd var musicUpdated = false # Tells HUD.gd to update labels and change visibility var menuLightSwitch = false # No description provided var gamemode = "Deathmatch" # This is changed in host.gd var chosenPlayer # Changed in HUD.gd var iAmSpecial = false # Defines whether you're the special player or not. Used in HUD.gd var specialDead = false # When the special person is dead, this goes true var roundTimer = 300.0 # How long each rounds goes var mapName # Defined from host.gd, name of map var spawnCoords_x: Array[float] = [] # Used locally in spawn_locations() function var spawnCoords_y: Array[float] = [] # Used locally in spawn_locations() function var spawnCoords_z: Array[float] = [] # Used locally in spawn_locations() function var spawnCoordsInitalized = false # Used locally var volumeModifer = 1 # Modifies volume level var tutorialComplete = false # Used only for tutorial var AIHit = false # Used so the AI knows to take damage var AIKilled = false # Used to add a score to the person that killed the AI var iAmDeadAndInnocent = false # Used to keep track of when an innocent dies in TTT var spawnCotton = false # bullet will change this to true var addedMenuScene = false # Used for teddy.gd, fixes multiple menu bug var tutorialCompleted = false # Used in the save file, to know if a play should go to tutorial first var tutorialTimerCompleted = false # Used for after the timer goes off in the tutorial var playerDisable = false # Can be used to disable the player var playerDeathHealth = 100 # Can be changed by death.gd var kickAllPlayers = false # Can be set to true to kick all players in-game func _process(delta): spawn_locations() if godMode: pass elif Input.is_action_pressed("sprint") and roundInSession: if gamemode == "Runner" and iAmSpecial: return if fatigue > 0: fatigue = fatigue - 10 * delta elif not Input.is_action_pressed("sprint"): if fatigue < 100: fatigue = fatigue + 5 * delta if playerAlive: deathShield = deathShield - 10 * delta # Make player not killable until the value falls below 0 func player_dead(): playerDead = true if deathShield <= 0: deathShield = 50 if playerAlive: print("Player be deaddddd brooooooo") var scene_trs =load("res://scenes/death.tscn") var scene=scene_trs.instantiate() add_child(scene) func reset_variables(): print("Variables were reset by something") fatigue = 100 playerHealth = playerDeathHealth playerDead = false playerAlive = true playerPleaseRespawn = false func reset_variables_hard(): print("Variables were HARD reset") fatigue = 100 playerHealth = 100 playerDead = false playerAlive = true playerPleaseRespawn = false connectedPlayers = [] Networking.connected_peers = [] connectedPlayersByPeerID = [] roundInSession = false playingGame = false consoleOpen = false godMode = false multiplayerCurrent = false teddyAuthorityID = null miniMenuResume = false HUDStartLabelText = "" lastPersonToHitMe = "" HUDPlayerDied = false respawnTimeModifier = 1.0 menuLightSwitch = false gamemode = "Deathmatch" chosenPlayer = null iAmSpecial = false specialDead = false roundTimer = 300.0 spawnCoordsInitalized = false tutorialComplete = false tutorialTimerCompleted = false AIHit = false AIKilled = false iAmDeadAndInnocent = false addedMenuScene = false playerDisable = false playerDeathHealth = 100 kickAllPlayers = false func save_data(): SettingsFile.save_data() func spawn_locations(): if mapName == "Toyland": spawnCoords_x.resize(6) spawnCoords_y.resize(6) spawnCoords_z.resize(6) spawnCoords_x[0] = 9.95 spawnCoords_y[0] = 4.15 spawnCoords_z[0] = -11.88 spawnCoords_x[1] = -12.38 spawnCoords_y[1] = 2.57 spawnCoords_z[1] = -41.53 spawnCoords_x[2] = -12.15 spawnCoords_y[2] = 4.19 spawnCoords_z[2] = -83.06 spawnCoords_x[3] = -50.54 spawnCoords_y[3] = 0.57 spawnCoords_z[3] = -58.60 spawnCoords_x[4] = -28.56 spawnCoords_y[4] = 6.55 spawnCoords_z[4] = -46.37 spawnCoords_x[5] = -43.08 spawnCoords_y[5] = 0.57 spawnCoords_z[5] = -12.74 elif mapName == "Tutorial": spawnCoords_x.resize(1) spawnCoords_y.resize(1) spawnCoords_z.resize(1) spawnCoords_x[0] = -4.15 spawnCoords_y[0] = 1.84 spawnCoords_z[0] = 24.36 elif mapName == "Islands": spawnCoords_x.resize(4) spawnCoords_y.resize(4) spawnCoords_z.resize(4) spawnCoords_x[0] = 38.66 spawnCoords_y[0] = 22.68 spawnCoords_z[0] = 77.73 spawnCoords_x[1] = -40.33 spawnCoords_y[1] = 16.72 spawnCoords_z[1] = 112.09 spawnCoords_x[2] = -7.77 spawnCoords_y[2] = 14.34 spawnCoords_z[2] = 42.74 spawnCoords_x[3] = 3.03 spawnCoords_y[3] = 13.46 spawnCoords_z[3] = 83.22 elif mapName == "Forrest": spawnCoords_x.resize(4) spawnCoords_y.resize(4) spawnCoords_z.resize(4) spawnCoords_x[0] = -83.39 spawnCoords_y[0] = -4.93 spawnCoords_z[0] = 5.77 spawnCoords_x[1] = -31.92 spawnCoords_y[1] = 5.71 spawnCoords_z[1] = -52.45 spawnCoords_x[2] = 79.92 spawnCoords_y[2] = -4.36 spawnCoords_z[2] = -72.71 spawnCoords_x[3] = 78.49 spawnCoords_y[3] = -7.78 spawnCoords_z[3] = -7.87 elif mapName == "toyfactory": spawnCoords_x.resize(4) spawnCoords_y.resize(4) spawnCoords_z.resize(4) spawnCoords_x[0] = -17.42 spawnCoords_y[0] = 2.88 spawnCoords_z[0] = 3.11 spawnCoords_x[1] = -8.02 spawnCoords_y[1] = 5.91 spawnCoords_z[1] = 35.21 spawnCoords_x[2] = 12.05 spawnCoords_y[2] = 6.38 spawnCoords_z[2] = 45.06 spawnCoords_x[3] = -5.13 spawnCoords_y[3] = -11.01 spawnCoords_z[3] = -2.91