extends SceneTree func _initialize() -> void: call_deferred("run") func run() -> void: create_timer(45).timeout.connect(func(): quit(1)) var game: Node3D = load("res://scenes/main.tscn").instantiate() root.add_child(game) await create_timer(1).timeout game.port = 27992 var settings: Dictionary = game.config.duplicate() settings.bots = 0 game.host(settings) game.set_physics_process(false) game.set_process_unhandled_input(false) Input.mouse_mode = Input.MOUSE_MODE_VISIBLE var p: Fighter = game.players[1] p.set_physics_process(false) p.reset_at(Vector3(0.2, 0.1, 24)) for weapon in 5: p.weapon = weapon p.aiming = false p.reload_left = 0 await create_timer(0.6).timeout for shot in 3: p.magazines[weapon] -= 1 game.fx("shot", p.eye(), p.peer_id, weapon) await create_timer(Arsenal.DATA[weapon].rate).timeout p.aiming = true await create_timer(0.6).timeout await RenderingServer.frame_post_draw root.get_texture().get_image().save_png("res://docs/handling-ads-%s.png" % weapon) p.reload_left = float(Arsenal.DATA[weapon].reload) * 0.55 await create_timer(0.5).timeout await RenderingServer.frame_post_draw root.get_texture().get_image().save_png("res://docs/handling-reload-%s.png" % weapon) game.leave() await process_frame print("HANDLING VISUAL PASS") quit()