extends Character func _ready(): footstep_sounds = { GroundType.DIRT: [ preload("res://assets/audio/Sounds/SR_FSDI1.xx_reaperlev1.gzp.wav"), preload("res://assets/audio/Sounds/SR_FSDI2.xx_reaperlev1.gzp.wav") ], GroundType.GRASS: [ preload("res://assets/audio/Sounds/SR_FSGR1.xx_reaperlev1.gzp.wav"), preload("res://assets/audio/Sounds/SR_FSGR2.xx_reaperlev1.gzp.wav"), ], GroundType.METAL: [ preload("res://assets/audio/Sounds/SR_FSMT1.xx_reaperlev1.gzp.wav"), preload("res://assets/audio/Sounds/SR_FSMT2.xx_reaperlev1.gzp.wav"), ], GroundType.SAND: [ preload("res://assets/audio/Sounds/SR_FSSA1.xx_reaperlev1.gzp.wav"), preload("res://assets/audio/Sounds/SR_FSSA2.xx_reaperlev1.gzp.wav"), ], GroundType.WATER: [ preload("res://assets/audio/Sounds/SR_FSWA1.xx_reaperlev1.gzp.wav"), preload("res://assets/audio/Sounds/SR_FSWA2.xx_reaperlev1.gzp.wav"), ] } var _weap _weap = pickup_weapon(create_weapon(preload("res://weapons/sword.tscn"))) _weap = pickup_weapon(create_weapon(preload("res://weapons/bow.tscn"))) _weap = pickup_weapon(create_weapon(preload("res://weapons/bow_rpg.tscn"))) _weap = pickup_weapon(create_weapon(preload("res://weapons/proximitymissile.tscn"))) _weap = pickup_weapon(create_weapon(preload("res://weapons/handgun.tscn"))) set_weapon_slot(0) connect("jumped", self, "jumped") func jumped(): var jump_sound = preload("res://assets/audio/Sounds/SR_FLYEN.xx_raik.gzp.wav") Globals.play_sound(jump_sound, Globals.Bus.Sounds, self)