extends Control func _ready() -> void: hide() Session.session_started.connect(%LeaveButton.show) Session.session_ended.connect(%LeaveButton.hide) Session.session_ended.connect(hide) Lobby.lobby_created.connect(%StopSession.show) Lobby.lobby_closed.connect(%StopSession.hide) %SensitivitySlider.set_value_no_signal(ClientSettings.SENSITIVITY) %SensitivityBox.set_value_no_signal(ClientSettings.SENSITIVITY) %ToggleCrouch.set_pressed_no_signal(ClientSettings.TOGGLE_CROUCH) %ToggleScope.set_pressed_no_signal(ClientSettings.TOGGLE_SCOPE) %ToggleWalk.set_pressed_no_signal(ClientSettings.TOGGLE_WALK) func _input(event: InputEvent) -> void: if event.is_action_pressed("menu_settings"): visible = not visible if visible: MouseConfiner.borrow() else: MouseConfiner.stop_borrow() func _on_gameplay_main_slider_value_changed(value: float) -> void: AudioServer.set_bus_volume_linear(1,value) func _on_fullscreen_button_toggled(toggled_on: bool) -> void: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN if toggled_on else DisplayServer.WINDOW_MODE_WINDOWED) func _on_sensitivity_slider_value_changed(value: float) -> void: %SensitivityBox.set_value_no_signal(value) ClientSettings.SENSITIVITY = value func _on_sensitivity_box_value_changed(value: float) -> void: %SensitivitySlider.set_value_no_signal(value) ClientSettings.SENSITIVITY = value func _on_leave_button_pressed() -> void: Session.quit_session() func _on_stop_session_pressed() -> void: if multiplayer.is_server(): Session.end_session() func _on_toggle_crouch_toggled(toggled_on: bool) -> void: ClientSettings.TOGGLE_CROUCH = toggled_on func _on_toggle_scope_toggled(toggled_on: bool) -> void: ClientSettings.TOGGLE_SCOPE = toggled_on func _on_toggle_walk_toggled(toggled_on: bool) -> void: ClientSettings.TOGGLE_WALK = toggled_on