extends Node var currentVersion_nr = "v2.0.0" var currentVersion_hotfix = 2 var using_steam = true var currentVersion = "" var versuffix_steam = " (STEAM)" var versuffix_itch = " (ITCH.IO)" var discord_link = "https://discord.gg/UdjMNaKkQe" var using_gl = false var controllerEnabled = false var music_enabled = true var colorblind = false var colorblind_color = Color(1, 1, 0) var default_color_live = Color(1, 0.28, 0.29) var default_color_blank = Color(0.29, 0.5, 1) var colorblind_color_live = Color(1, 1, 1) var colorblind_color_blank = Color(0.34, 0.34, 0.34) var mp_debugging = false #mp debugging with temporary bots var mp_printing_to_console = true #whether or not disconnect messages, etc are printed to console var mp_debug_keys_enabled = false #whether or not the debug keys are enabled var printing_packets = true #whether or not packets get logged var sending_lobby_change_alerts_to_console = false #whether or not lobby status changes are sent to the console in lobby var forcing_lobby_enter_from_main_menu = false #whether or not the game immediately goes to lobby scene from main menu var message_to_forward = "" #message to forward through scenes, for instance a disconnect message var original_volume_linear_interaction #original volume for bus 3 (interactions) var original_volume_linear_music #original volume for bus 1 (music) var debug_round_index_to_end_game_at : int #the game ends when this round index is met var disband_lobby_after_exiting_main_scene = false #whether or not the lobby is disbanded when exiting to lobby scene from main var exiting_to_lobby_after_inactivity = false #when a user is inactive for a set amount of time, all users exit to the lobby var timeouts_enabled = false #whether or not timeouts are enabled for adrenaline, turn, shotgun target selection, item grabbing, etc var skipping_intro = false #whether or not to skip the intro var lobby_id_found_in_command_line = 0 #lobby ID for when a player joins through an invite with the game closed var running_short_intro_in_lobby_scene : bool = false #if the user is entering the lobby scene from mp main, or has a command line lobby ID, skip the bootup animation var command_line_checked = false #whether or not the command line has been checked on running the game var version_to_check : String = "" #full version string that includes major, minor, patch, hotfix var steam_id_version_checked_array : Array[int] #array of steam IDs that have the version checked. this must match the steam lobby member array IDs var returning_to_main_menu_on_popup_close : bool #whether or not closing the popup window will return the user to the main menu func _ready(): if using_steam: currentVersion = currentVersion_nr + versuffix_steam else: currentVersion = currentVersion_nr + versuffix_itch debug_round_index_to_end_game_at = 2 original_volume_linear_interaction = db_to_linear(AudioServer.get_bus_volume_db(3)) original_volume_linear_music = db_to_linear(AudioServer.get_bus_volume_db(1)) version_to_check = currentVersion_nr + "." + str(currentVersion_hotfix) print("running full version name: ", version_to_check) func _unhandled_input(event): if GlobalVariables.mp_debugging: if event.is_action_pressed("debug_q"): SwapLanguage(false) if event.is_action_pressed("debug_e"): SwapLanguage(true) if event.is_action_pressed("-"): Engine.time_scale = .05 if event.is_action_pressed(","): Engine.time_scale = 1 if event.is_action_pressed("."): Engine.time_scale = 10 if event.is_action_pressed("end"): Engine.time_scale = 0 var language_array = ["EN", "EE", "RU", "ES LATAM", "ES", "FR", "IT", "JA", "KO", "PL", "PT", "DE", "TR", "UA", "ZHS", "ZHT"] var index = 0 func SwapLanguage(dir : bool): return if dir: if index == language_array.size() - 1: index = 0 else: index += 1 else: if index == 0: index = language_array.size() - 1 else: index -= 1 TranslationServer.set_locale(language_array[index]) print("setting locale to: ", language_array[index])