Chelimbalo/scripts/multiplayer/player_input.gd
2025-12-03 22:19:44 +05:00

182 lines
5.1 KiB
GDScript

extends MultiplayerSynchronizer
class_name PlayerInput
const SCOPE: int = 0b1
const CROUCH: int = 0b10
const WALK: int = 0b100
#region SYNC
@export var direction: Vector2
@export var compressed_states: int
#endregion
signal jumped
signal drop
signal switch_weapon(to_slot: StringName)
signal fire_begin
signal fire_end
signal alternate_state
signal switch_firemode
signal reload
signal scope_begin
signal scope_end
signal crouch_begin
signal crouch_end
signal walk_begin
signal walk_end
signal interact_begin
signal interact_end
func _process(_delta: float) -> void:
if not is_multiplayer_authority(): return
direction = Input.get_vector("plr_strafe_r","plr_strafe_l", "plr_back","plr_forward")
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority(): return
if event.is_action_pressed("plr_ult"):
switch_on_server.rpc_id(1,"ultimate")
elif event.is_action_pressed("plr_bomb"):
switch_on_server.rpc_id(1,"bomb")
elif event.is_action_pressed("plr_primary"):
switch_on_server.rpc_id(1,"primary")
elif event.is_action_pressed("plr_active_first"):
switch_on_server.rpc_id(1,"ability_first")
elif event.is_action_pressed("plr_active_second"):
switch_on_server.rpc_id(1,"ability_second")
elif event.is_action_pressed("plr_active_third"):
switch_on_server.rpc_id(1,"ability_third")
elif event.is_action_pressed("plr_secondary"):
switch_on_server.rpc_id(1,"secondary")
elif event.is_action_pressed("plr_knife"):
switch_on_server.rpc_id(1,"knife")
if event.is_action_pressed("plr_fire"):
fire_on_server.rpc_id(1,false)
if event.is_action_released("plr_fire"):
fire_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_scope"):
alternate_state_on_server.rpc_id(1)
if event.is_action_pressed("plr_firemode"):
switch_firemode_on_server.rpc_id(1)
if event.is_action_pressed("plr_drop"):
drop_on_server.rpc_id(1)
var crouching: bool = compressed_states & CROUCH
var walking: bool = compressed_states & WALK
var scoping: bool = compressed_states & SCOPE
if event.is_action_pressed("plr_crouch"):
if ClientSettings.TOGGLE_CROUCH:
crouch_on_server.rpc_id(1,crouching)
compressed_states ^= CROUCH
elif not crouching:
compressed_states |= CROUCH
crouch_on_server.rpc_id(1,false)
if event.is_action_released("plr_crouch") and not ClientSettings.TOGGLE_CROUCH and crouching:
compressed_states &= ~CROUCH
crouch_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_walk"):
if ClientSettings.TOGGLE_WALK:
walk_on_server.rpc_id(1,walking)
compressed_states ^= WALK
elif not walking:
compressed_states |= WALK
walk_on_server.rpc_id(1,false)
if event.is_action_released("plr_walk") and not ClientSettings.TOGGLE_WALK and walking:
compressed_states &= ~WALK
walk_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_scope"):
if ClientSettings.TOGGLE_SCOPE:
scope_on_server.rpc_id(1,scoping)
compressed_states ^= SCOPE
elif not scoping:
compressed_states |= SCOPE
scope_on_server.rpc_id(1,false)
if event.is_action_released("plr_scope") and not ClientSettings.TOGGLE_SCOPE and scoping:
compressed_states &= ~SCOPE
scope_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_reload"):
reload_on_server.rpc_id(1)
if event.is_action_pressed("plr_interact"):
interact_on_server.rpc_id(1,false)
if event.is_action_released("plr_interact"):
interact_on_server.rpc_id(1,true)
if event.is_action_pressed("plr_jump"):
jump_on_server.rpc_id(1)
@rpc("authority","call_local","reliable")
func switch_on_server(slot: StringName) -> void:
if not multiplayer.is_server(): return
switch_weapon.emit(slot)
@rpc("authority","call_local","reliable")
func drop_on_server() -> void:
if not multiplayer.is_server(): return
drop.emit()
@rpc("authority","call_local","reliable")
func fire_on_server(end: bool) -> void:
if not multiplayer.is_server(): return
if end:
fire_end.emit()
else:
fire_begin.emit()
@rpc("authority","call_local","reliable")
func alternate_state_on_server() -> void:
if not multiplayer.is_server(): return
alternate_state.emit()
@rpc("authority","call_local","reliable")
func switch_firemode_on_server() -> void:
if not multiplayer.is_server(): return
switch_firemode.emit()
@rpc("authority","call_local","reliable")
func crouch_on_server(end: bool) -> void:
if not multiplayer.is_server(): return
if end:
crouch_end.emit()
else:
crouch_begin.emit()
@rpc("authority","call_local","reliable")
func walk_on_server(end: bool) -> void:
if not multiplayer.is_server(): return
if end:
walk_end.emit()
else:
walk_begin.emit()
@rpc("authority","call_local","reliable")
func scope_on_server(end: bool) -> void:
if not multiplayer.is_server(): return
if end:
scope_end.emit()
else:
scope_begin.emit()
@rpc("authority","call_local","reliable")
func reload_on_server() -> void:
if not multiplayer.is_server(): return
reload.emit()
@rpc("authority","call_local","reliable")
func interact_on_server(end: bool) -> void:
if not multiplayer.is_server(): return
if end:
interact_end.emit()
else:
interact_begin.emit()
@rpc("authority","call_local","reliable")
func jump_on_server() -> void:
if not multiplayer.is_server(): return
jumped.emit()