A native webfishing installer for macos

Updated mod for webfishing 1.11

Changed files
+20 -29
example_mods
ship
patch
+20 -29
example_mods/ship/patch/player.patch
··· 1 - diff --git a/webfishing/Scenes/Entities/Player/player.gd b/Users/evann/Godot/Webfishing/Scenes/Entities/Player/player.gd 2 - index 3879ff8..cc20048 100644 3 - --- a/webfishing/Scenes/Entities/Player/player.gd 4 - +++ b/Users/evann/Godot/Webfishing/Scenes/Entities/Player/player.gd 5 - @@ -30,6 +30,7 @@ export var NPC_cosmetics = {"species": "species_cat", "pattern": "pattern_none" 1 + diff --git a/player.gd b/player copie.gd 2 + index c84af29..4cb41f9 100644 3 + --- a/player.gd 4 + +++ b/player copie.gd 5 + @@ -23,6 +23,7 @@ const PARTICLE_DATA = { 6 + "music": preload("res://Scenes/Particles/music_particle.tscn"), 7 + "kiss": preload("res://Scenes/Particles/kiss.tscn"), 8 + } 9 + +var ship_mod_instance = preload("res://Mods/Ship/ship.gd").new() 10 + 11 + export (NodePath) var hand_sprite_node 12 + export (NodePath) var hand_bone_node 13 + @@ -31,6 +32,7 @@ export var NPC_cosmetics = {"species": "species_cat", "pattern": "pattern_none" 6 14 export var NPC_name = "NPC Test" 7 15 export var NPC_title = "npc title here" 8 16 9 - +var ship_mod_instance = preload("res://Mods/Ship/ship.gd").new() 17 + + 10 18 var camera_zoom = 5.0 11 19 12 20 var direction = Vector3() 13 - @@ -341,6 +342,7 @@ func _process(delta): 14 - 15 - func _controlled_process(delta): 16 - _get_input() 17 - + 18 - _process_movement(delta) 19 - _process_timers() 20 - _interact_check() 21 - @@ -480,7 +482,7 @@ func _process_timers(): 22 - 23 - func _get_input(): 24 - direction = Vector3.ZERO 25 - - 26 - + 27 - if Input.is_action_just_released("primary_action"): _primary_action_release() 28 - if Input.is_action_pressed("primary_action"): _primary_action_hold() 29 - else: primary_hold_timer = 0 30 - @@ -538,8 +540,10 @@ func _get_input(): 21 + @@ -531,6 +533,10 @@ func _get_input(): 31 22 32 23 mouse_look = false 33 24 34 25 + if ship_mod_instance.is_sitting_on_ship(self): 35 26 + ship_mod_instance.process_ship(self, get_world()) 36 27 + return 28 + + 37 29 if sitting: return 38 - - 30 + 39 31 if Input.is_action_pressed("move_forward"): direction -= cam_base.transform.basis.z 40 - if Input.is_action_pressed("move_back"): direction += cam_base.transform.basis.z 41 - if Input.is_action_pressed("move_right"): direction += cam_base.transform.basis.x 42 - @@ -1405,16 +1409,6 @@ func _create_prop(ref, offset = Vector3(0, 1, 0), restrict_to_one = false): 32 + @@ -1389,17 +1395,6 @@ func _create_prop(ref, offset = Vector3(0, 1, 0), restrict_to_one = false): 33 + PlayerData.emit_signal("_prop_update") 43 34 return false 44 35 45 - 36 + - 46 37 - if $detection_zones / prop_detect.get_overlapping_bodies().size() > 0 or not is_on_floor() or not $detection_zones / prop_ray.is_colliding(): 47 38 - PlayerData._send_notification("invalid prop placement", 1) 48 39 - return false