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0 votes

extends Node

class_name weapon

export var firerate = 0.5
export var clip
size = 5
export var reload_rate = 1

onready var raycast = $"./Head/Camera/RayCast"
var currentammo = clipsize
var can_fire = true
var reloading = false

func process(delta):
if Input.is
actionjustpressed("primaryfire") and canfire:
if currentammo > 0 and not reloading:
print("Fired weapon")
can
fire = false
currentammo -= 1
check
collision()
yield(gettree().createtimer(fire_rate), "timeout")

        can_fire = true
    elif not reloading:
        print("Reloading")
        reloading = true
        yield(get_tree().create_timer(reload_rate), "timeout")
        current_ammo = clip_size
        reloading = false
        print("Reload complete")

func checkcollision():
if raycast.is
colliding():
var collider = raycast.getcollider()
if collider.is
ingroup("Enemies"):
collider.queue
free()
print("Killed" + collider.name)

Godot version 3.4.2
in Engine by (12 points)

what does the error say?

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