extends Interactible var plant: StringName @onready var defuse_timer: Timer = $DefuseTimer func _ready() -> void: super() if multiplayer.is_server(): Session.bomb_timer.timeout.connect(on_timeout) Session.begin_bomb_stage() func on_timeout(): if multiplayer.is_server() == false: return Session.kill_site(plant) func on_defuse_timeout(): Session.defuse_win() func interaction_start(player_id: int): if Session.player_nodes[player_id].team != Session.TEAMS.DEFENCE: return super(player_id) defuse_timer.start() Session.player_nodes[player_id].passive.rpc_id(player_id) func interaction_end(): Session.player_nodes[interacted_id].depassive.rpc_id(interacted_id) super() defuse_timer.stop()