Some bug fixes
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2c9ef1cfe1
commit
3c50aeae5f
2 changed files with 9 additions and 5 deletions
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@ -5,7 +5,6 @@ func _ready() -> void:
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Session.dynamic_objects_spawner = self
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func request_spawn(data: Variant) -> Node:
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if is_multiplayer_authority() == false: return
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if data.has("type") == false or data.has("spawn_name") == false:
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return Node.new()
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match data.type:
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@ -34,6 +33,7 @@ func request_spawn(data: Variant) -> Node:
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return projectile
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"object":
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var object: Node3D = Registry.spawnable_objects[data.spawn_name].instantiate()
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for key in data.keys():
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object.set(key,data[key])
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@ -63,14 +63,18 @@ func exit() -> void:
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@rpc("authority","call_local","reliable")
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func use_begin() -> void:
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current_state.use_begin()
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if current_state != null:
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current_state.use_begin()
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@rpc("authority","call_local","reliable")
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func use_end() -> void:
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current_state.use_end()
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if current_state != null:
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current_state.use_end()
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func alternate_state() -> void:
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current_state.alternate_state()
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if current_state != null:
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current_state.alternate_state()
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# Need to clarify naming; Switch mode like firemode. For different states use
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# alternate_state
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func switch_mode() -> void:
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current_state.switch_mode()
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if current_state != null:
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current_state.switch_mode()
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