multiplayer
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aa35ee5975
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0dc6247f91
22 changed files with 298 additions and 14 deletions
13
scripts/gui/lobby/lobby_buttons.gd
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13
scripts/gui/lobby/lobby_buttons.gd
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extends Node
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func _ready() -> void:
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Lobby.lobby_joined.connect(on_lobby_joined)
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func _on_leave_button_pressed() -> void:
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Lobby.leave()
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func _on_start_button_pressed() -> void:
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Lobby.start_game.rpc()
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func on_lobby_joined() -> void:
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$StartButton.hide()
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1
scripts/gui/lobby/lobby_buttons.gd.uid
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1
scripts/gui/lobby/lobby_buttons.gd.uid
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@ -0,0 +1 @@
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uid://2uyxkfmbbims
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28
scripts/gui/lobby/players_display.gd
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28
scripts/gui/lobby/players_display.gd
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@ -0,0 +1,28 @@
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extends Node
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func _ready() -> void:
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multiplayer.peer_connected.connect(on_peer_connected)
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multiplayer.peer_disconnected.connect(on_peer_disconnected)
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Lobby.lobby_created.emit(add_self)
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Lobby.lobby_joined.emit(add_self)
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Lobby.lobby_closed.emit(clear)
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func on_peer_connected(id: int) -> void:
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var label = Label.new()
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label.text = str(id)
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label.name = str(id)
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add_child(label,true)
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func on_peer_disconnected(id: int) -> void:
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get_node(str(id)).queue_free()
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func add_self() -> void:
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var label = Label.new()
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label.text = str(multiplayer.get_unique_id())
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label.name = str(multiplayer.get_unique_id())
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add_child(label,true)
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func clear() -> void:
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for child in get_children():
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child.queue_free()
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1
scripts/gui/lobby/players_display.gd.uid
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1
scripts/gui/lobby/players_display.gd.uid
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@ -0,0 +1 @@
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uid://cl3hhmw5666sj
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14
scripts/gui/main_menu_gui.gd
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14
scripts/gui/main_menu_gui.gd
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@ -0,0 +1,14 @@
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extends Node
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func _on_host_button_pressed() -> void:
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Lobby.host()
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$MainMenu.hide()
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$Lobby.show()
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func _on_connect_button_pressed() -> void:
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Lobby.join("localhost")
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$MainMenu.hide()
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$Lobby.show()
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1
scripts/gui/main_menu_gui.gd.uid
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1
scripts/gui/main_menu_gui.gd.uid
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@ -0,0 +1 @@
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uid://bsyuos803g7qf
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7
scripts/multiplayer/loaded_notifier.gd
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7
scripts/multiplayer/loaded_notifier.gd
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@ -0,0 +1,7 @@
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extends Node
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func _ready() -> void:
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if not multiplayer.is_server():
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return
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Lobby.add_loaded_player(multiplayer.get_unique_id())
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1
scripts/multiplayer/loaded_notifier.gd.uid
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1
scripts/multiplayer/loaded_notifier.gd.uid
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@ -0,0 +1 @@
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uid://bdxy621fthtrv
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29
scripts/multiplayer/lobby.gd
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29
scripts/multiplayer/lobby.gd
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@ -0,0 +1,29 @@
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extends Node
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const MAX_PLAYERS: int = 10
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const PORT: int = 7777
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signal lobby_created
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signal lobby_joined
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signal lobby_closed
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func host() -> void:
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var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
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peer.create_server(PORT,MAX_PLAYERS)
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multiplayer.multiplayer_peer = peer
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lobby_created.emit()
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func join(ip: String) -> void:
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var peer: ENetMultiplayerPeer = ENetMultiplayerPeer.new()
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peer.create_client(ip,PORT)
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multiplayer.multiplayer_peer = peer
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lobby_joined.emit()
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func leave() -> void:
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multiplayer.multiplayer_peer = OfflineMultiplayerPeer.new()
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lobby_closed.emit()
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@rpc("authority","call_local","reliable")
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func start_game() -> void:
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get_tree().change_scene_to_file("res://levels/prototype_scene.tscn")
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1
scripts/multiplayer/lobby.gd.uid
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1
scripts/multiplayer/lobby.gd.uid
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@ -0,0 +1 @@
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uid://c5sfxrl7hky6p
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15
scripts/multiplayer/player_spawner.gd
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15
scripts/multiplayer/player_spawner.gd
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@ -0,0 +1,15 @@
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extends Node3D
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func _ready() -> void:
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if not multiplayer.is_server():
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return
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spawn_player(multiplayer.get_unique_id())
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for i in multiplayer.get_peers():
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spawn_player(i)
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func spawn_player(id) -> void:
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var player: PackedScene = load("res://scenes/player.tscn")
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var inst = player.instantiate()
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inst.name = str(id)
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get_tree().current_scene.add_child.call_deferred(inst,true)
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1
scripts/multiplayer/player_spawner.gd.uid
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1
scripts/multiplayer/player_spawner.gd.uid
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uid://ypgm3aplt78m
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@ -14,7 +14,7 @@ extends Control
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@export var crosses_color: Color = Color.WHITE
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func _draw() -> void:
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draw_circle(Vector2(0,0),dot_radius,dot_color,true,outline_width)
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draw_circle(Vector2(0,0),dot_radius,dot_color,false,outline_width)
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for i in range(0,4):
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var direction: Vector2 = Vector2.RIGHT.rotated(i*PI/2)
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var offset_position: Vector2 = direction * crosses_offset
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@ -10,7 +10,7 @@ extends CharacterBody3D
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@export var TOGGLE_CROUCH: bool = true
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@export var WALK_MODIFIER: float = 0.5
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var crouched: bool = false:
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@export var crouched: bool = false:
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set(value):
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if value != crouched and stand_up_area.has_overlapping_bodies() == false:
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crouched = value
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@ -22,11 +22,18 @@ var crouched: bool = false:
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var potential_crouched: bool = crouched
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func _enter_tree() -> void:
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set_multiplayer_authority(str(name).to_int())
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func _process(_delta: float) -> void:
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if not is_multiplayer_authority():
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return
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if potential_crouched != crouched:
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crouched = potential_crouched
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func _physics_process(delta: float) -> void:
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if not is_multiplayer_authority():
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return
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# Add the gravity.
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if not is_on_floor():
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velocity += get_gravity() * delta
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@ -55,6 +62,8 @@ func update_crouch():
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animation_player.play("Crouch",-1,-1/CROUCH_TIME,true)
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func _input(event: InputEvent) -> void:
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if not is_multiplayer_authority():
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return
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if event.is_action_pressed("plr_crouch"):
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if TOGGLE_CROUCH:
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crouched = not crouched
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@ -62,3 +71,7 @@ func _input(event: InputEvent) -> void:
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crouched = true
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elif event.is_action_released("plr_crouch") and TOGGLE_CROUCH == false:
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crouched = false
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if event.is_action_pressed("plr_drop"):
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var grenade = preload("res://scenes/smoke.tscn").instantiate()
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get_tree().current_scene.add_child(grenade)
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grenade.global_position = global_position + Vector3.UP * 0.5
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@ -4,11 +4,19 @@ const COLLINEAR = 1.5707963267948966
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@export var SENSITIVITY = 0.02
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func _enter_tree() -> void:
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set_multiplayer_authority(get_parent().name.to_int())
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func _ready() -> void:
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# Move to level controller when possible
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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#Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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if not is_multiplayer_authority():
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return
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current = true
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func _input(event: InputEvent) -> void:
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if not is_multiplayer_authority():
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return
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if event is InputEventMouseMotion:
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get_parent().rotate_y(-event.relative.x * SENSITIVITY)
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rotate_x(-event.relative.y * SENSITIVITY)
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22
scripts/smoke_grenade.gd
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22
scripts/smoke_grenade.gd
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extends RigidBody3D
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@export var radius: float
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@export var fog: FogVolume
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var bounce_count: int = 0
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func _on_body_entered(_body: Node) -> void:
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if bounce_count > 2:
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return
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bounce_count += 1
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if bounce_count == 2:
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smoke()
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func smoke():
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var tween = create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_EXPO)
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tween.tween_property(fog,"size",Vector3(radius,radius,radius),1.0)
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tween.tween_interval(10)
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tween.tween_property(fog.material,"density",0,1.0)
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tween.tween_callback(queue_free)
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1
scripts/smoke_grenade.gd.uid
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1
scripts/smoke_grenade.gd.uid
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uid://t5jjqwnkxgvo
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