reloading and interaction. Started cleaning up player
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2 changed files with 26 additions and 33 deletions
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@ -21,6 +21,8 @@ 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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signal interact_begin
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signal interact_end
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func _ready() -> void:
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set_multiplayer_authority(int(get_parent().name))
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@ -60,37 +62,44 @@ func _input(event: InputEvent) -> void:
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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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crouch_on_server.rpc_id(1,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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crouch_on_server.rpc_id(1,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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crouch_on_server.rpc_id(1,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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walk_on_server.rpc_id(1,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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walk_on_server.rpc_id(1,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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walk_on_server.rpc_id(1,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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scope_on_server.rpc_id(1,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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scope_on_server.rpc_id(1,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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scope_on_server.rpc_id(1,false)
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if event.is_action_pressed("plr_reload"):
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reload_on_server.rpc_id(1)
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if event.is_action_pressed("plr_interact"):
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interact_on_server.rpc_id(1,false)
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if event.is_action_released("plr_interact"):
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interact_on_server.rpc_id(1,true)
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@rpc("authority","call_local","reliable")
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func switch_on_server(slot: StringName) -> void:
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@ -148,3 +157,11 @@ func scope_on_server(end: bool) -> void:
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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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@rpc("authority","call_local","reliable")
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func interact_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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interact_end.emit()
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else:
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interact_begin.emit()
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