Player input is now client-side

This commit is contained in:
Rendo 2025-12-03 12:40:32 +05:00
commit 76647fc2fc
3 changed files with 73 additions and 37 deletions

View file

@ -172,40 +172,3 @@ func _physics_process(delta: float) -> void:
if current_state == null or disabled:
return
current_state.physics_update(delta)
func _input(event: InputEvent) -> void:
if is_multiplayer_authority() == false or disabled: return
if current_state != null:
current_state.state_input(event)
if event.is_action_pressed("plr_ult"):
switch("ultimate")
elif event.is_action_pressed("plr_bomb"):
switch("bomb")
elif event.is_action_pressed("plr_primary"):
switch("primary")
elif event.is_action_pressed("plr_active_first"):
switch("ability_first")
elif event.is_action_pressed("plr_active_second"):
switch("ability_second")
elif event.is_action_pressed("plr_active_third"):
switch("ability_third")
elif event.is_action_pressed("plr_secondary"):
switch("secondary")
elif event.is_action_pressed("plr_knife"):
switch("knife")
if not Session.round_state == Session.ROUND_STATES.BUY and not player.passived:
if event.is_action_pressed("plr_fire"):
current_state.use_begin.rpc()
if event.is_action_released("plr_fire"):
current_state.use_end.rpc()
if event.is_action_pressed("plr_scope"):
current_state.alternate_state()
if event.is_action_pressed("plr_firemode"):
current_state.switch_mode()
if event.is_action_pressed("plr_drop"):
drop_current()