Replace initial_facing_direction with a smarter approach (why didn't I think of this the first time)
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@ -13,8 +13,6 @@ extends CharacterBody3D
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@export var immobile : bool = false
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@export var immobile : bool = false
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@export_file var default_reticle
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@export_file var default_reticle
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@export var initial_facing_direction : Vector3 = Vector3.ZERO
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@export_group("Nodes")
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@export_group("Nodes")
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@export var HEAD : Node3D
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@export var HEAD : Node3D
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@export var CAMERA : Camera3D
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@export var CAMERA : Camera3D
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@ -71,9 +69,8 @@ var gravity : float = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready():
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func _ready():
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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# Set the camera rotation to whatever initial_facing_direction is
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HEAD.rotation = rotation
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if initial_facing_direction:
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rotation = Vector3.ZERO
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HEAD.set_rotation_degrees(initial_facing_direction) # I don't want to be calling this function if the vector is zero
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if default_reticle:
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if default_reticle:
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change_reticle(default_reticle)
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change_reticle(default_reticle)
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