Wired up player controls to jet control surfaces; additional jet factory and game mode work
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@@ -43,15 +43,27 @@ func create_cpu_jet(faction: int = 0) -> Jet:
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func create_neutral_jet() -> Jet:
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var jet = JET.new()
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jet.add_child( NEUTRAL_JET.MODEL.instantiate() )
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jet.faction = Globals.FACTION.NEUTRAL
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jet.control_frame = NEUTRAL_JET
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return jet
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func create_allies_jet() -> Jet:
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var jet = JET.instantiate()
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jet.add_child( ALLIES_JET.MODEL.instantiate() )
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jet.faction = Globals.FACTION.ALLIES
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jet.control_frame = ALLIES_JET
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return jet
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func create_axis_jet() -> Jet:
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var jet = JET.instantiate()
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jet.add_child( AXIS_JET.MODEL.instantiate() )
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jet.faction = Globals.FACTION.AXIS
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jet.control_frame = AXIS_JET
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return jet
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@@ -1 +1,9 @@
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class_name BaseGameMode extends Node
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var ALLIES_COUNT: int = 10
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var AXIS_COUNT: int = 10
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var NEUTRAL_COUNT: int = 10
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var SPAWN_COUNT: int = 16
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var LIFE_CHIPS_COUNT: int = 200
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var WAVES: int = 5
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@@ -1 +1,10 @@
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class_name DogFight extends BaseGameMode
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func _init() -> void:
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SPAWN_COUNT = 16
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LIFE_CHIPS_COUNT = SPAWN_COUNT * 3
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func _ready() -> void:
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pass
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@@ -1 +1,6 @@
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class_name DogFightWaves extends BaseGameMode
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func _init() -> void:
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pass
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@@ -11,9 +11,9 @@ const MODES: Dictionary = {
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"Dog Fight Waves:1"
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) var mode: int = 0
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@export var jetFactory: JetFactory
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@export var jet_factory: JetFactory
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func _ready() -> void:
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#MODES[mode].instantiate()
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jetFactory.create_player_jet(Globals.FACTION.ALLIES)
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jet_factory.create_player_jet(Globals.FACTION.ALLIES)
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@@ -4,7 +4,10 @@ class_name JetController extends Node
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const CPU_MODE: int = 0
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const PLAYER_MODE: int = 1
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@export_enum("CPU:0", "PLAYER:1") var control_mode: int = PLAYER_MODE
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@export_enum(
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"CPU:0",
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"PLAYER:1"
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) var control_mode: int = PLAYER_MODE
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@onready var cpu: CPU = $cpu
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@onready var player: Player = $player
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@@ -2,18 +2,22 @@ class_name Player extends Node
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func process(_delta: float) -> String:
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if Input.is_action_just_pressed("pull_up"):
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if Input.is_action_pressed("pull_up"):
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return "pull_up"
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if Input.is_action_just_pressed("push_down"):
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if Input.is_action_pressed("push_down"):
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return "push_down"
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if Input.is_action_just_pressed("yaw_left"):
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if Input.is_action_pressed("yaw_left"):
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return "yaw_left"
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if Input.is_action_just_pressed("yaw_right"):
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if Input.is_action_pressed("yaw_right"):
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return "yaw_right"
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if Input.is_action_just_pressed("roll_left"):
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if Input.is_action_pressed("roll_left"):
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return "roll_left"
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if Input.is_action_just_pressed("roll_right"):
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if Input.is_action_pressed("roll_right"):
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return "roll_right"
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if Input.is_action_pressed("throttle_up"):
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return "throttle_up"
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if Input.is_action_pressed("throttle_down"):
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return "throttle_down"
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return ""
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@@ -1,33 +1,75 @@
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class_name BaseJet extends Node
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var HEALTH: int = 100
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var YAW_SPEED: int = 50
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var ROLL_SPEED: int = 100
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var MIN_SPEED: int = 50
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var MAX_SPEED: int = 200
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var CONFLICT_SIDE = Globals.FACTION.NEUTRAL
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var HEALTH: int = 100
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var YAW_SPEED: int = 50
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var ROLL_SPEED: int = 100
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var MIN_SPEED: int = 200
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var MAX_SPEED: int = 2000
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var ACCELERATION: int = 5
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func pull_up():
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pass
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func do_action(
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action: String,
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delta: float,
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jet: Jet
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) -> void:
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var change_rate: float = deg_to_rad(1) * delta
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func push_down():
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pass
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match action:
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"pull_up":
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pull_up(change_rate, jet)
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"push_down":
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push_down(change_rate, jet)
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"yaw_left":
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yaw_left(change_rate, jet)
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"yaw_right":
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yaw_right(change_rate, jet)
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"roll_left":
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roll_left(change_rate, jet)
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"roll_right":
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roll_right(change_rate, jet)
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"throttle_up":
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throttle_up(delta, jet)
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"throttle_down":
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throttle_down(delta, jet)
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_:
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pass
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func yaw_left():
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pass
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func pull_up(change_rate: float, jet: Jet) -> void:
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jet.rotate_object_local(Vector3.RIGHT, change_rate * MIN_SPEED)
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func yaw_right():
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pass
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func push_down(change_rate: float, jet: Jet) -> void:
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jet.rotate_object_local(Vector3.LEFT, change_rate * MIN_SPEED)
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func roll_left():
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pass
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func yaw_left(change_rate: float, jet: Jet) -> void:
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jet.rotate_object_local(Vector3.UP, change_rate * YAW_SPEED)
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func roll_right():
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pass
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func yaw_right(change_rate: float, jet: Jet) -> void:
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jet.rotate_object_local(Vector3.DOWN, change_rate * YAW_SPEED)
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func throttle_up():
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pass
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func roll_left(change_rate: float, jet: Jet) -> void:
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jet.rotate_object_local(Vector3.BACK, change_rate * ROLL_SPEED)
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func throttle_down():
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pass
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func roll_right(change_rate: float, jet: Jet) -> void:
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jet.rotate_object_local(Vector3.FORWARD, change_rate * ROLL_SPEED)
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func throttle_up(delta: float, jet: Jet) -> void:
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jet.velocity += (jet.transform.basis.z * -(delta * ACCELERATION))
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#clamp(
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#jet.velocity,
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#MIN_SPEED * Vector3.ONE,
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#MAX_SPEED * Vector3.ONE
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#)
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jet.velocity = jet.velocity.limit_length(MAX_SPEED)
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func throttle_down(delta: float, jet: Jet) -> void:
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jet.velocity += (jet.transform.basis.z * (delta * ACCELERATION))
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clamp(
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jet.velocity,
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MIN_SPEED * Vector3.ONE,
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MAX_SPEED * Vector3.ONE
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)
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@@ -1,13 +1,13 @@
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class_name EaglePlus extends BaseJet
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const CONFLICT_SIDE = 0
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const MODEL = preload("uid://cfcid44xnsbdt")
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const MODEL = preload("uid://cfcid44xnsbdt")
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func _init() -> void:
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HEALTH = 100
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YAW_SPEED = 50
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ROLL_SPEED = 100
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MIN_SPEED = 50
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MAX_SPEED = 200
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CONFLICT_SIDE = Globals.FACTION.ALLIES
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HEALTH = 100
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YAW_SPEED = 50
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ROLL_SPEED = 100
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MIN_SPEED = 50
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MAX_SPEED = 200
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@@ -1,13 +1,13 @@
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class_name SakerFalcon extends BaseJet
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const CONFLICT_SIDE = 1
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const MODEL = preload("uid://d07rxx62esueq")
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const MODEL = preload("uid://d07rxx62esueq")
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func _init() -> void:
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HEALTH = 100
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YAW_SPEED = 50
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ROLL_SPEED = 100
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MIN_SPEED = 50
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MAX_SPEED = 200
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CONFLICT_SIDE = Globals.FACTION.AXIS
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HEALTH = 100
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YAW_SPEED = 50
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ROLL_SPEED = 100
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MIN_SPEED = 50
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MAX_SPEED = 200
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