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https://github.com/AleziaKurdis/overte.git
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Merge pull request #6748 from ericrius1/gunFix
Fixing issue with muzzle flash and hit sparks being out of sync for pi…
This commit is contained in:
commit
a44a64d9c0
1 changed files with 77 additions and 55 deletions
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@ -29,21 +29,14 @@
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this.equipped = false;
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this.forceMultiplier = 1;
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this.laserLength = 100;
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this.laserOffsets = {
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y: .095
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};
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this.firingOffsets = {
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z: 0.16
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}
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this.fireSound = SoundCache.getSound("https://s3.amazonaws.com/hifi-public/sounds/Guns/GUN-SHOT2.raw");
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this.ricochetSound = SoundCache.getSound("https://s3.amazonaws.com/hifi-public/sounds/Guns/Ricochet.L.wav");
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this.playRichochetSoundChance = 0.1;
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this.fireVolume = 0.2;
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this.bulletForce = 10;
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this.showLaser = false;
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};
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Pistol.prototype = {
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@ -58,20 +51,36 @@
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if (!this.equipped) {
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return;
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}
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this.toggleWithTriggerPressure();
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this.updateProps();
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if (this.showLaser) {
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this.updateLaser();
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}
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this.toggleWithTriggerPressure();
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},
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updateProps: function() {
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var gunProps = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
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this.position = gunProps.position;
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this.rotation = gunProps.rotation;
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this.firingDirection = Quat.getFront(this.rotation);
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var upVec = Quat.getUp(this.rotation);
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this.barrelPoint = Vec3.sum(this.position, Vec3.multiply(upVec, this.laserOffsets.y));
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this.laserTip = Vec3.sum(this.barrelPoint, Vec3.multiply(this.firingDirection, this.laserLength));
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this.barrelPoint = Vec3.sum(this.barrelPoint, Vec3.multiply(this.firingDirection, this.firingOffsets.z))
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var pickRay = {
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origin: this.barrelPoint,
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direction: this.firingDirection
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};
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},
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toggleWithTriggerPressure: function() {
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this.triggerValue = Controller.getValue(TRIGGER_CONTROLS[this.hand]);
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if (this.triggerValue < RELOAD_THRESHOLD) {
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// print('RELOAD');
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this.canShoot = true;
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}
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if (this.canShoot === true && this.triggerValue === 1) {
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// print('SHOOT');
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this.fire();
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this.canShoot = false;
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}
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@ -91,17 +100,10 @@
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},
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updateLaser: function() {
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var gunProps = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
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var position = gunProps.position;
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var rotation = gunProps.rotation;
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this.firingDirection = Quat.getFront(rotation);
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var upVec = Quat.getUp(rotation);
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this.barrelPoint = Vec3.sum(position, Vec3.multiply(upVec, this.laserOffsets.y));
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var laserTip = Vec3.sum(this.barrelPoint, Vec3.multiply(this.firingDirection, this.laserLength));
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this.barrelPoint = Vec3.sum(this.barrelPoint, Vec3.multiply(this.firingDirection, this.firingOffsets.z))
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Overlays.editOverlay(this.laser, {
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start: this.barrelPoint,
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end: laserTip,
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end: this.laserTip,
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alpha: 1
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});
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},
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@ -114,19 +116,6 @@
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});
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},
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preload: function(entityID) {
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this.entityID = entityID;
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// this.initControllerMapping();
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this.laser = Overlays.addOverlay("line3d", {
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start: ZERO_VECTOR,
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end: ZERO_VECTOR,
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color: COLORS.RED,
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alpha: 1,
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visible: true,
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lineWidth: 2
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});
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},
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triggerPress: function(hand, value) {
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if (this.hand === hand && value === 1) {
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//We are pulling trigger on the hand we have the gun in, so fire
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@ -135,15 +124,16 @@
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},
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fire: function() {
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var pickRay = {
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origin: this.barrelPoint,
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direction: this.firingDirection
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};
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Audio.playSound(this.fireSound, {
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position: this.barrelPoint,
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volume: this.fireVolume
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});
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var pickRay = {
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origin: this.barrelPoint,
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direction: this.firingDirection
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};
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this.createGunFireEffect(this.barrelPoint)
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var intersection = Entities.findRayIntersectionBlocking(pickRay, true);
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if (intersection.intersects) {
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@ -170,11 +160,11 @@
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},
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createEntityHitEffect: function(position) {
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var flash = Entities.addEntity({
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var sparks = Entities.addEntity({
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type: "ParticleEffect",
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position: position,
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lifetime: 4,
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"name": "Flash Emitter",
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"name": "Sparks Emitter",
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"color": {
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red: 228,
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green: 128,
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@ -228,7 +218,7 @@
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});
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Script.setTimeout(function() {
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Entities.editEntity(flash, {
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Entities.editEntity(sparks, {
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isEmitting: false
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});
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}, 100);
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@ -261,11 +251,11 @@
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"z": 0
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},
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"accelerationSpread": {
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"x": .2,
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"x": 0.2,
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"y": 0,
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"z": .2
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"z": 0.2
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},
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"radiusSpread": .04,
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"radiusSpread": 0.04,
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"particleRadius": 0.07,
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"radiusStart": 0.07,
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"radiusFinish": 0.07,
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@ -282,11 +272,46 @@
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});
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}, 100);
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var flash = Entities.addEntity({
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Entities.editEntity(this.flash, {
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isEmitting: true
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});
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Script.setTimeout(function() {
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Entities.editEntity(_this.flash, {
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isEmitting: false
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});
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}, 100)
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},
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preload: function(entityID) {
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this.entityID = entityID;
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this.laser = Overlays.addOverlay("line3d", {
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start: ZERO_VECTOR,
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end: ZERO_VECTOR,
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color: COLORS.RED,
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alpha: 1,
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visible: true,
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lineWidth: 2
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});
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this.laserOffsets = {
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y: 0.095
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};
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this.firingOffsets = {
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z: 0.16
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}
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var gunProps = Entities.getEntityProperties(this.entityID, ['position', 'rotation']);
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var position = gunProps.position;
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var rotation = Quat.fromPitchYawRollDegrees(0, 0, 0);
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this.firingDirection = Quat.getFront(rotation);
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var upVec = Quat.getUp(rotation);
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this.barrelPoint = Vec3.sum(position, Vec3.multiply(upVec, this.laserOffsets.y));
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this.barrelPoint = Vec3.sum(this.barrelPoint, Vec3.multiply(this.firingDirection, this.firingOffsets.z))
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this.flash = Entities.addEntity({
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type: "ParticleEffect",
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position: position,
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lifetime: 4,
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position: this.barrelPoint,
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"name": "Muzzle Flash",
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isEmitting: false,
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"color": {
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red: 228,
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green: 128,
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@ -339,16 +364,13 @@
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"textures": "http://ericrius1.github.io/PartiArt/assets/star.png"
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});
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Script.setTimeout(function() {
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Entities.editEntity(flash, {
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isEmitting: false
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});
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}, 100)
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}
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Script.setTimeout(function() {
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Entities.editEntity(_this.flash, {parentID: _this.entityID});
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}, 500)
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},
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};
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// entity scripts always need to return a newly constructed object of our type
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return new Pistol();
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});
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});
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