Deploy and shooting brought back
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c1548e5451
commit
b94e4cdf30
10 changed files with 25 additions and 15 deletions
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@ -241,7 +241,7 @@ func shoot(id:int , damage: int, distance: float) -> void:
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var collision = space.intersect_ray(ray)
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if collision != {} and collision["collider"] is Player:
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collision["collider"].take_damage.rpc_id(int(collision["collider"].name),damage)
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collision["collider"].take_damage(damage)
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@rpc("any_peer","call_local","reliable")
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@ -42,9 +42,9 @@ func spawn_player(id: int) -> void:
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var angle = randf_range(0,TAU)
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var new_position = global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance
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inst.player_id = id
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inst.team = team
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get_parent().add_child(inst)
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inst.global_position = new_position
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inst.team = team
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func spawn_spectator(id: int) -> void:
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var spectator: PackedScene = load("res://scenes/spectator.tscn")
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@ -54,6 +54,6 @@ func spawn_spectator(id: int) -> void:
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var distance = randf_range(0,spawn_radius)
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var angle = randf_range(0,TAU)
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var new_position = global_position + Vector3.RIGHT.rotated(Vector3.UP,angle) * distance
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inst.team = team
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get_parent().add_child(inst)
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inst.global_position = new_position
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inst.team = team
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