extends WeaponState @export var bomb_scene: PackedScene func _enter(): machine.play("plant") machine.animation_player.animation_finished.connect(on_animation_finished) if is_multiplayer_authority(): machine.speed_modifier = 0.0 machine.player.get_node("PlantAudio").multiplayer_play() func _exit(): machine.animation_player.animation_finished.disconnect(on_animation_finished) machine.speed_modifier = 1.0 func on_animation_finished(animation: StringName): if is_multiplayer_authority() == false: return if animation == machine.animation_prefix + "plant": var bomb: ActiveBomb = bomb_scene.instantiate() Session.dynamic_objects_parent.add_child(bomb) bomb.global_position = machine.player.global_position bomb.plant = Session.get_site(machine.player.player_id).name machine.ammo -= 1 return_to_previous.emit() func use_end() -> void: if is_multiplayer_authority() == false: return transition.emit("Idle") machine.player.get_node("PlantAudio").multiplayer_stop()