Deploy and shooting brought back

This commit is contained in:
Rendo 2025-12-07 13:57:43 +05:00
commit b94e4cdf30
10 changed files with 25 additions and 15 deletions

View file

@ -241,7 +241,7 @@ func shoot(id:int , damage: int, distance: float) -> void:
var collision = space.intersect_ray(ray)
if collision != {} and collision["collider"] is Player:
collision["collider"].take_damage.rpc_id(int(collision["collider"].name),damage)
collision["collider"].take_damage(damage)
@rpc("any_peer","call_local","reliable")

View file

@ -42,9 +42,9 @@ func spawn_player(id: int) -> void:
var angle = randf_range(0,TAU)
var new_position = global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance
inst.player_id = id
inst.team = team
get_parent().add_child(inst)
inst.global_position = new_position
inst.team = team
func spawn_spectator(id: int) -> void:
var spectator: PackedScene = load("res://scenes/spectator.tscn")
@ -54,6 +54,6 @@ func spawn_spectator(id: int) -> void:
var distance = randf_range(0,spawn_radius)
var angle = randf_range(0,TAU)
var new_position = global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance
inst.team = team
get_parent().add_child(inst)
inst.global_position = new_position
inst.team = team

View file

@ -4,15 +4,10 @@ extends WeaponState
func enter() -> void:
machine.animation_player.play(with_morphems("idle"))
machine.player.get_node("PlayerInput").reload.connect(init_reload)
func exit() -> void:
pass
func state_input(event: InputEvent) -> void:
if not machine.is_multiplayer_authority() or Input.mouse_mode != Input.MouseMode.MOUSE_MODE_CAPTURED: return
if event.is_action_pressed("plr_reload"):
init_reload.rpc()
machine.player.get_node("PlayerInput").reload.disconnect(init_reload)
func use_begin() -> void:
if machine.ammo > 0:

View file

@ -31,7 +31,6 @@ func use_begin() -> void:
func fire() -> void:
if machine.ammo == 0 or fire_timer.time_left > 0:
return
machine.player.get_node("ShootAudio").multiplayer_play()
machine.ammo -= 1
bullets_shot += 1
@ -40,6 +39,7 @@ func fire() -> void:
if is_multiplayer_authority():
Session.shoot(int(machine.player.name),damage,shoot_distance)
machine.player.get_node("ShootAudio").multiplayer_play()
fire_timer.start()
machine.player_camera.recoil(horizontal_curve.sample(bullets_shot),vertical_curve.sample(bullets_shot))

View file

@ -64,6 +64,7 @@ func exit() -> void:
@rpc("authority","call_local","reliable")
func use_begin() -> void:
current_state.use_begin()
@rpc("authority","call_local","reliable")
func use_end() -> void:
current_state.use_end()

View file

@ -5,6 +5,7 @@ class_name WeaponSystem
@export var animation_player: AnimationPlayer
@export var camera: PlayerCamera
@export var player: Player
@export var player_input: PlayerInput
var current_state: WeaponSubStateMachine
var last_slot: StringName
@ -27,6 +28,9 @@ signal ammo_updated(ammo: int, remaining_ammo: int)
func _ready() -> void:
$WeaponSpawner.spawn_function = pick_up_weapon
player_input.drop.connect(drop_current)
player_input.fire_begin.connect(use_begin)
player_input.fire_end.connect(use_end)
func get_speed_modifier() -> float:
if current_state == null:
@ -89,6 +93,8 @@ func drop_current():
drop(current_state)
func drop(weapon: WeaponSubStateMachine) -> void:
if not is_multiplayer_authority():
return
if slots.find_key(weapon) == "knife":
return
var drop_data: Dictionary = {}
@ -161,3 +167,9 @@ func _physics_process(delta: float) -> void:
if current_state == null or disabled:
return
current_state.physics_update(delta)
func use_begin() -> void:
current_state.use_begin.rpc()
func use_end() -> void:
current_state.use_end.rpc()