extends MultiplayerSpawner func _ready() -> void: spawn_function = request_spawn Session.dynamic_objects_spawner = self func request_spawn(data: Variant) -> Node: if data.has("scene") == false: return Node.new() var node = load(data.scene).instantiate() if data.has("impulse"): if data.has_all(["ammo","remaining_ammo","slot"]): node.weapon.ammo = data.ammo node.weapon.remaining_ammo = data.remaining_ammo node.slot = data.slot node.apply_impulse(data.impulse) return node