Crouch, walking and scoping support, deleted unnecessary Session rpcs

This commit is contained in:
Rendo 2025-12-03 13:08:32 +05:00
commit d79db8a8d8
6 changed files with 4513 additions and 4456 deletions

View file

@ -1,6 +1,12 @@
extends MultiplayerSynchronizer
#region SYNC
var direction: Vector2
#endregion
var crouching: bool = false
var scoping: bool = false
var walking: bool = false
signal drop
signal switch_weapon(to_slot: StringName)
@ -8,6 +14,16 @@ signal fire_begin
signal fire_end
signal alternate_state
signal switch_firemode
signal reload
signal scope_begin
signal scope_end
signal crouch_begin
signal crouch_end
signal walk_begin
signal walk_end
func _ready() -> void:
set_multiplayer_authority(int(get_parent().name))
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority(): return
@ -41,6 +57,40 @@ func _input(event: InputEvent) -> void:
if event.is_action_pressed("plr_drop"):
drop_on_server.rpc_id(1)
if event.is_action_pressed("plr_crouch"):
if ClientSettings.TOGGLE_CROUCH:
crouch_on_server(crouching)
crouching = not crouching
elif not crouching:
crouching = true
crouch_on_server(false)
if event.is_action_released("plr_crouch") and not ClientSettings.TOGGLE_CROUCH and crouching:
crouching = false
crouch_on_server(false)
if event.is_action_pressed("plr_walk"):
if ClientSettings.TOGGLE_WALK:
walk_on_server(walking)
walking = not walking
elif not walking:
walking = true
walk_on_server(false)
if event.is_action_released("plr_walk") and not ClientSettings.TOGGLE_WALK and walking:
walking = false
walk_on_server(false)
if event.is_action_pressed("plr_scope"):
if ClientSettings.TOGGLE_SCOPE:
scope_on_server(scoping)
scoping = not scoping
elif not scoping:
scoping = true
scope_on_server(false)
if event.is_action_released("plr_scope") and not ClientSettings.TOGGLE_SCOPE and scoping:
scoping = false
scope_on_server(false)
@rpc("authority","call_local","reliable")
func switch_on_server(slot: StringName) -> void:
@ -69,4 +119,32 @@ func alternate_state_on_server() -> void:
func switch_firemode_on_server() -> void:
if not multiplayer.is_server(): return
switch_firemode.emit()
@rpc("authority","call_local","reliable")
func crouch_on_server(end: bool) -> void:
if not multiplayer.is_server(): return
if end:
crouch_end.emit()
else:
crouch_begin.emit()
@rpc("authority","call_local","reliable")
func walk_on_server(end: bool) -> void:
if not multiplayer.is_server(): return
if end:
walk_end.emit()
else:
walk_begin.emit()
@rpc("authority","call_local","reliable")
func scope_on_server(end: bool) -> void:
if not multiplayer.is_server(): return
if end:
scope_end.emit()
else:
scope_begin.emit()
@rpc("authority","call_local","reliable")
func reload_on_server() -> void:
if not multiplayer.is_server(): return
reload.emit()

View file

@ -86,7 +86,7 @@ func _process(_delta: float) -> void:
func update_clock(time: float):
reference_round_time = time
@rpc("any_peer","call_remote","reliable")
@rpc("authority","call_remote","reliable")
func start_session() -> void:
if not is_server_request():
return
@ -100,7 +100,7 @@ func start_session() -> void:
start_round()
@rpc("any_peer","call_remote","reliable")
@rpc("authority","call_remote","reliable")
func end_session() -> void:
if not is_server_request():
return
@ -114,7 +114,7 @@ func end_session() -> void:
session_started = false
@rpc("any_peer","call_remote","reliable")
@rpc("authority","call_remote","reliable")
func start_round() -> void:
if not is_server_request():
return
@ -134,7 +134,7 @@ func start_round() -> void:
round_state = ROUND_STATES.BUY
round_state_changed.emit.call_deferred(round_state)
@rpc("any_peer","call_remote","reliable")
@rpc("authority","call_remote","reliable")
func end_round(win_team: int) -> void:
if not is_server_request():
return
@ -150,7 +150,7 @@ func end_round(win_team: int) -> void:
round_state = ROUND_STATES.AFTER_ROUND
round_state_changed.emit(round_state)
@rpc("any_peer","call_remote","reliable")
@rpc("authority","call_remote","reliable")
func begin_main_stage() -> void:
if not is_server_request():
return
@ -161,7 +161,7 @@ func begin_main_stage() -> void:
round_state = ROUND_STATES.ROUND
round_state_changed.emit(round_state)
@rpc("any_peer","call_remote","reliable")
@rpc("authority","call_remote","reliable")
func begin_bomb_stage() -> void:
if not is_server_request():
return
@ -179,7 +179,6 @@ func defuse_win() -> void:
bomb_timer.stop()
end_round(TEAMS.DEFENCE)
@rpc("any_peer","call_local","reliable")
func add_dead(team: int):
if multiplayer.is_server() == false:
return
@ -204,12 +203,7 @@ func is_server_request() -> bool:
## ammo, remaining_ammo, slot - data for dropped weapon [br]
## for more, see dyn_objects_spawner.gd
func spawn(data: Dictionary) -> void:
spawn_internal.rpc_id(1,data)
@rpc("any_peer","call_local","reliable")
func spawn_internal(data: Dictionary) -> void:
if multiplayer.is_server() == false:
printerr(str(multiplayer.get_remote_sender_id())+" tried to spawn internally on "+str(multiplayer.get_unique_id()))
return
var object = dynamic_objects_spawner.spawn(data)
@ -217,25 +211,14 @@ func spawn_internal(data: Dictionary) -> void:
if data.has("position"):
object.global_position = data.position
func despawn(path: NodePath):
despawn_internal.rpc_id(1,path)
@rpc("any_peer","call_local","reliable")
func despawn_internal(path: NodePath) -> void:
func despawn(path: NodePath) -> void:
if multiplayer.is_server() == false:
printerr(str(multiplayer.get_remote_sender_id())+" tried to despawn internally on "+str(multiplayer.get_unique_id()))
return
get_node(path).queue_free()
func shoot(damage: int,distance: float = 100) -> void:
if multiplayer.get_unique_id() == 1:
shoot_internal(1,damage,distance)
else:
shoot_internal.rpc_id(1,multiplayer.get_unique_id(),damage,distance)
@rpc("any_peer","call_local","reliable")
func shoot_internal(id:int , damage: int, distance: float) -> void:
func shoot(id:int , damage: int, distance: float) -> void:
if multiplayer.is_server() == false:
return
@ -260,16 +243,12 @@ func shoot_internal(id:int , damage: int, distance: float) -> void:
if collision != {} and collision["collider"] is Player:
collision["collider"].take_damage.rpc_id(int(collision["collider"].name),damage)
func interact() -> void:
if multiplayer.get_unique_id() == 1:
interact_internal(1)
else:
interact_internal.rpc_id(1,multiplayer.get_unique_id())
@rpc("any_peer","call_local","reliable")
func interact_internal(id:int) -> void:
func interact() -> void:
if multiplayer.is_server() == false:
return
var id = multiplayer.get_remote_sender_id()
var player: Player = player_nodes[id]
var player_camera: Camera3D = player.get_node("Camera3D")
@ -285,16 +264,11 @@ func interact_internal(id:int) -> void:
if collision != {} and collision["collider"] is Interactible:
collision["collider"].interaction_start(id)
func stop_interact():
if multiplayer.get_unique_id() == 1:
stop_interact_internal(1)
else:
stop_interact_internal.rpc_id(1,multiplayer.get_unique_id())
@rpc("any_peer","call_local","reliable")
func stop_interact_internal(id: int) -> void:
func stop_interact() -> void:
if multiplayer.is_server() == false:
return
var id = multiplayer.get_remote_sender_id()
player_stopped_interacting.emit(id)
func is_on_site() -> bool:

View file

@ -15,6 +15,8 @@ func _exit_tree() -> void:
Session.round_started.disconnect(spawn)
func spawn():
if not multiplayer.is_server():
return
match team:
Session.TEAMS.ATTACK:
for attacker in Lobby.attack_team:
@ -36,18 +38,21 @@ func spawn_player(id: int) -> void:
elif team == Session.TEAMS.ATTACK:
Session.attackers_alive += 1
deferred_setup.bind(inst,team).call_deferred()
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
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")
var inst = spectator.instantiate()
inst.name = str(id)
deferred_setup.bind(inst,Session.TEAMS.SPECTATE).call_deferred()
func deferred_setup(what: Node3D, new_team: Session.TEAMS):
get_parent().add_child(what,true)
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
what.set_after_spawn.rpc_id(int(what.name),new_position,new_team)
get_parent().add_child(inst)
inst.global_position = new_position
inst.team = team