Crouch, walking and scoping support, deleted unnecessary Session rpcs
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6 changed files with 4513 additions and 4456 deletions
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@ -1,6 +1,12 @@
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extends MultiplayerSynchronizer
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#region SYNC
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var direction: Vector2
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#endregion
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var crouching: bool = false
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var scoping: bool = false
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var walking: bool = false
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signal drop
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signal switch_weapon(to_slot: StringName)
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@ -8,6 +14,16 @@ signal fire_begin
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signal fire_end
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signal alternate_state
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signal switch_firemode
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signal reload
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signal scope_begin
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signal scope_end
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signal crouch_begin
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signal crouch_end
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signal walk_begin
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signal walk_end
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func _ready() -> void:
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set_multiplayer_authority(int(get_parent().name))
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func _input(event: InputEvent) -> void:
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if not is_multiplayer_authority(): return
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@ -41,6 +57,40 @@ func _input(event: InputEvent) -> void:
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if event.is_action_pressed("plr_drop"):
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drop_on_server.rpc_id(1)
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if event.is_action_pressed("plr_crouch"):
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if ClientSettings.TOGGLE_CROUCH:
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crouch_on_server(crouching)
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crouching = not crouching
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elif not crouching:
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crouching = true
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crouch_on_server(false)
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if event.is_action_released("plr_crouch") and not ClientSettings.TOGGLE_CROUCH and crouching:
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crouching = false
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crouch_on_server(false)
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if event.is_action_pressed("plr_walk"):
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if ClientSettings.TOGGLE_WALK:
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walk_on_server(walking)
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walking = not walking
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elif not walking:
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walking = true
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walk_on_server(false)
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if event.is_action_released("plr_walk") and not ClientSettings.TOGGLE_WALK and walking:
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walking = false
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walk_on_server(false)
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if event.is_action_pressed("plr_scope"):
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if ClientSettings.TOGGLE_SCOPE:
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scope_on_server(scoping)
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scoping = not scoping
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elif not scoping:
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scoping = true
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scope_on_server(false)
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if event.is_action_released("plr_scope") and not ClientSettings.TOGGLE_SCOPE and scoping:
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scoping = false
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scope_on_server(false)
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@rpc("authority","call_local","reliable")
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func switch_on_server(slot: StringName) -> void:
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@ -69,4 +119,32 @@ func alternate_state_on_server() -> void:
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func switch_firemode_on_server() -> void:
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if not multiplayer.is_server(): return
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switch_firemode.emit()
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@rpc("authority","call_local","reliable")
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func crouch_on_server(end: bool) -> void:
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if not multiplayer.is_server(): return
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if end:
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crouch_end.emit()
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else:
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crouch_begin.emit()
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@rpc("authority","call_local","reliable")
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func walk_on_server(end: bool) -> void:
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if not multiplayer.is_server(): return
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if end:
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walk_end.emit()
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else:
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walk_begin.emit()
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@rpc("authority","call_local","reliable")
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func scope_on_server(end: bool) -> void:
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if not multiplayer.is_server(): return
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if end:
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scope_end.emit()
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else:
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scope_begin.emit()
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@rpc("authority","call_local","reliable")
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func reload_on_server() -> void:
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if not multiplayer.is_server(): return
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reload.emit()
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@ -86,7 +86,7 @@ func _process(_delta: float) -> void:
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func update_clock(time: float):
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reference_round_time = time
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@rpc("any_peer","call_remote","reliable")
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@rpc("authority","call_remote","reliable")
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func start_session() -> void:
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if not is_server_request():
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return
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@ -100,7 +100,7 @@ func start_session() -> void:
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start_round()
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@rpc("any_peer","call_remote","reliable")
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@rpc("authority","call_remote","reliable")
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func end_session() -> void:
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if not is_server_request():
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return
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@ -114,7 +114,7 @@ func end_session() -> void:
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session_started = false
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@rpc("any_peer","call_remote","reliable")
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@rpc("authority","call_remote","reliable")
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func start_round() -> void:
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if not is_server_request():
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return
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@ -134,7 +134,7 @@ func start_round() -> void:
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round_state = ROUND_STATES.BUY
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round_state_changed.emit.call_deferred(round_state)
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@rpc("any_peer","call_remote","reliable")
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@rpc("authority","call_remote","reliable")
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func end_round(win_team: int) -> void:
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if not is_server_request():
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return
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@ -150,7 +150,7 @@ func end_round(win_team: int) -> void:
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round_state = ROUND_STATES.AFTER_ROUND
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round_state_changed.emit(round_state)
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@rpc("any_peer","call_remote","reliable")
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@rpc("authority","call_remote","reliable")
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func begin_main_stage() -> void:
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if not is_server_request():
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return
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@ -161,7 +161,7 @@ func begin_main_stage() -> void:
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round_state = ROUND_STATES.ROUND
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round_state_changed.emit(round_state)
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@rpc("any_peer","call_remote","reliable")
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@rpc("authority","call_remote","reliable")
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func begin_bomb_stage() -> void:
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if not is_server_request():
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return
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@ -179,7 +179,6 @@ func defuse_win() -> void:
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bomb_timer.stop()
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end_round(TEAMS.DEFENCE)
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@rpc("any_peer","call_local","reliable")
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func add_dead(team: int):
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if multiplayer.is_server() == false:
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return
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@ -204,12 +203,7 @@ func is_server_request() -> bool:
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## ammo, remaining_ammo, slot - data for dropped weapon [br]
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## for more, see dyn_objects_spawner.gd
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func spawn(data: Dictionary) -> void:
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spawn_internal.rpc_id(1,data)
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@rpc("any_peer","call_local","reliable")
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func spawn_internal(data: Dictionary) -> void:
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if multiplayer.is_server() == false:
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printerr(str(multiplayer.get_remote_sender_id())+" tried to spawn internally on "+str(multiplayer.get_unique_id()))
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return
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var object = dynamic_objects_spawner.spawn(data)
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@ -217,25 +211,14 @@ func spawn_internal(data: Dictionary) -> void:
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if data.has("position"):
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object.global_position = data.position
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func despawn(path: NodePath):
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despawn_internal.rpc_id(1,path)
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@rpc("any_peer","call_local","reliable")
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func despawn_internal(path: NodePath) -> void:
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func despawn(path: NodePath) -> void:
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if multiplayer.is_server() == false:
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printerr(str(multiplayer.get_remote_sender_id())+" tried to despawn internally on "+str(multiplayer.get_unique_id()))
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return
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get_node(path).queue_free()
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func shoot(damage: int,distance: float = 100) -> void:
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if multiplayer.get_unique_id() == 1:
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shoot_internal(1,damage,distance)
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else:
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shoot_internal.rpc_id(1,multiplayer.get_unique_id(),damage,distance)
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@rpc("any_peer","call_local","reliable")
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func shoot_internal(id:int , damage: int, distance: float) -> void:
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func shoot(id:int , damage: int, distance: float) -> void:
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if multiplayer.is_server() == false:
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return
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@ -260,16 +243,12 @@ func shoot_internal(id:int , damage: int, distance: float) -> void:
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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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func interact() -> void:
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if multiplayer.get_unique_id() == 1:
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interact_internal(1)
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else:
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interact_internal.rpc_id(1,multiplayer.get_unique_id())
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@rpc("any_peer","call_local","reliable")
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func interact_internal(id:int) -> void:
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func interact() -> void:
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if multiplayer.is_server() == false:
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return
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var id = multiplayer.get_remote_sender_id()
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var player: Player = player_nodes[id]
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var player_camera: Camera3D = player.get_node("Camera3D")
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@ -285,16 +264,11 @@ func interact_internal(id:int) -> void:
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if collision != {} and collision["collider"] is Interactible:
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collision["collider"].interaction_start(id)
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func stop_interact():
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if multiplayer.get_unique_id() == 1:
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stop_interact_internal(1)
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else:
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stop_interact_internal.rpc_id(1,multiplayer.get_unique_id())
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@rpc("any_peer","call_local","reliable")
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func stop_interact_internal(id: int) -> void:
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func stop_interact() -> void:
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if multiplayer.is_server() == false:
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return
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var id = multiplayer.get_remote_sender_id()
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player_stopped_interacting.emit(id)
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func is_on_site() -> bool:
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@ -15,6 +15,8 @@ func _exit_tree() -> void:
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Session.round_started.disconnect(spawn)
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func spawn():
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if not multiplayer.is_server():
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return
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match team:
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Session.TEAMS.ATTACK:
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for attacker in Lobby.attack_team:
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@ -36,18 +38,21 @@ func spawn_player(id: int) -> void:
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elif team == Session.TEAMS.ATTACK:
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Session.attackers_alive += 1
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deferred_setup.bind(inst,team).call_deferred()
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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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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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var inst = spectator.instantiate()
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inst.name = str(id)
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deferred_setup.bind(inst,Session.TEAMS.SPECTATE).call_deferred()
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func deferred_setup(what: Node3D, new_team: Session.TEAMS):
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get_parent().add_child(what,true)
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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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what.set_after_spawn.rpc_id(int(what.name),new_position,new_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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