@abstract extends State class_name WeaponState @warning_ignore("unused_signal") signal return_to_previous var machine: WeaponSubStateMachine func _use_begin(timestamp: float) -> void: pass @rpc("authority","call_remote","reliable") func use_begin(timestamp: float) -> void: _use_begin(timestamp) if is_multiplayer_authority(): use_begin.rpc(timestamp) func _use_end(timestamp: float): pass @rpc("authority","call_remote","reliable") func use_end(timestamp: float) -> void: _use_end(timestamp) if is_multiplayer_authority(): use_end.rpc(timestamp) func _alternate_state() -> void: pass @rpc("authority","call_remote","reliable") func alternate_state() -> void: _alternate_state() if is_multiplayer_authority(): alternate_state.rpc() # Need to clarify naming; Switch mode like firemode. For different states use # alternate_state func _switch_mode(): pass @rpc("authority","call_remote","reliable") func switch_mode() -> void: _switch_mode() if is_multiplayer_authority(): switch_mode.rpc()