fix: a lot of network sync fixes
This commit is contained in:
+86
-48
@@ -1,13 +1,14 @@
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extends Area3D
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class_name CombatArea
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var time_left: float = 5.0
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var time_safe: float = 0.0
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var out_of_bounds_players: Dictionary = {} # body -> { time_left: 5.0 }
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var recovery_players: Dictionary = {} # body -> { time_safe: 0.0, time_left: float }
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var _player_out_of_bounds: Node3D = null
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var _ui_layer: CanvasLayer = null
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var _ui_label: Label = null
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var _ui_overlay: ColorRect = null
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var _is_local_player_out: bool = false
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var _local_player_body: Node3D = null
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func _ready() -> void:
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collision_layer = 0
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@@ -17,50 +18,85 @@ func _ready() -> void:
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set_process(false)
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func _process(delta: float) -> void:
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if _player_out_of_bounds:
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# If the player dies while out of bounds, stop the timer and remove the UI
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if "is_dead" in _player_out_of_bounds and _player_out_of_bounds.is_dead:
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_player_out_of_bounds = null
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_remove_ui()
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return
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# Process players who are actively out of bounds
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var to_kill: Array = []
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for body in out_of_bounds_players.keys():
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if "is_dead" in body and body.is_dead:
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out_of_bounds_players.erase(body)
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if body == _local_player_body:
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_remove_ui()
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continue
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var data = out_of_bounds_players[body]
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data.time_left -= delta
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if data.time_left <= 0.0:
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data.time_left = 0.0
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to_kill.append(body)
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if body == _local_player_body and _is_local_player_out and _ui_label and _ui_overlay:
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_ui_label.text = "WARNING: RETURN TO COMBAT AREA\n%.1f" % data.time_left
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_ui_overlay.color = Color(1.0, 0.0, 0.0, 0.8 * (1.0 - (data.time_left / 5.0)))
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for body in to_kill:
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_kill_player(body)
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# Player is outside the combat area!
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time_left -= delta
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if time_left <= 0.0:
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time_left = 0.0
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_kill_player()
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# Process players who returned but are recovering
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var recovered: Array = []
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for body in recovery_players.keys():
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if "is_dead" in body and body.is_dead:
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recovered.append(body)
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continue
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var data = recovery_players[body]
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data.time_safe += delta
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if data.time_safe >= 10.0:
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recovered.append(body)
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for body in recovered:
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recovery_players.erase(body)
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# Update UI
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if _ui_label and _ui_overlay:
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_ui_label.text = "WARNING: RETURN TO COMBAT AREA\n%.1f" % time_left
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_ui_overlay.color = Color(1.0, 0.0, 0.0, 0.8 * (1.0 - (time_left / 5.0)))
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else:
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# Player is inside the combat area, but might have a damaged timer
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if time_left < 5.0:
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time_safe += delta
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if time_safe >= 10.0:
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time_left = 5.0
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time_safe = 0.0
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set_process(false) # Fully recovered, sleep
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if out_of_bounds_players.is_empty() and recovery_players.is_empty():
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set_process(false)
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func _on_body_exited(body: Node3D) -> void:
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if body.name == "Player":
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# Don't trigger if the player is already dead or the scene is tearing down
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if body is CharacterBody3D and body.has_method("take_damage") and str(body.name).is_valid_int():
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if "is_dead" in body and body.is_dead:
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return
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if body.is_queued_for_deletion() or not is_inside_tree():
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return
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_player_out_of_bounds = body
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time_safe = 0.0 # Reset recovery timer
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_create_ui()
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var start_time = 5.0
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if recovery_players.has(body):
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start_time = recovery_players[body].time_left
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recovery_players.erase(body)
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out_of_bounds_players[body] = { "time_left": start_time }
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var is_local = false
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if multiplayer.has_multiplayer_peer():
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if body.get_multiplayer_authority() == multiplayer.get_unique_id():
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is_local = true
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if is_local:
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_is_local_player_out = true
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_local_player_body = body
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_create_ui()
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set_process(true)
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func _on_body_entered(body: Node3D) -> void:
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if body == _player_out_of_bounds:
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_player_out_of_bounds = null
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_remove_ui()
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# set_process(true) stays on to tick the time_safe recovery
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if out_of_bounds_players.has(body):
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var time_left_val = out_of_bounds_players[body].time_left
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out_of_bounds_players.erase(body)
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if time_left_val < 5.0:
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recovery_players[body] = { "time_left": time_left_val, "time_safe": 0.0 }
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set_process(true)
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if body == _local_player_body and _is_local_player_out:
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_remove_ui()
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_is_local_player_out = false
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_local_player_body = null
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func _create_ui() -> void:
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if _ui_layer: return
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@@ -83,7 +119,10 @@ func _create_ui() -> void:
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_ui_label.add_theme_color_override("font_color", Color(1, 0.2, 0.2))
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_ui_label.add_theme_color_override("font_outline_color", Color(0, 0, 0))
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_ui_label.add_theme_constant_override("outline_size", 8)
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_ui_label.text = "WARNING: RETURN TO COMBAT AREA\n%.1f" % time_left
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var display_time = 5.0
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if out_of_bounds_players.has(_local_player_body):
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display_time = out_of_bounds_players[_local_player_body].time_left
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_ui_label.text = "WARNING: RETURN TO COMBAT AREA\n%.1f" % display_time
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_ui_layer.add_child(_ui_label)
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@@ -97,15 +136,14 @@ func _remove_ui() -> void:
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_ui_label = null
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_ui_overlay = null
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func _kill_player() -> void:
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if _player_out_of_bounds:
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# PlayerMovementController's take_damage requires (amount, source)
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if _player_out_of_bounds.has_method("take_damage"):
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_player_out_of_bounds.take_damage(9999, Vector3.ZERO)
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elif "health" in _player_out_of_bounds:
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_player_out_of_bounds.health = 0
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if "is_dead" in _player_out_of_bounds:
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_player_out_of_bounds.is_dead = true
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_player_out_of_bounds = null
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_remove_ui()
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func _kill_player(body: Node3D) -> void:
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if body:
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if multiplayer.is_server():
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if body.has_method("take_damage"):
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body.take_damage(9999, Vector3.ZERO, null, Vector3.ZERO)
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out_of_bounds_players.erase(body)
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if body == _local_player_body and _is_local_player_out:
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_remove_ui()
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_is_local_player_out = false
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_local_player_body = null
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@@ -39,7 +39,7 @@ func _ready() -> void:
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_update_label()
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func take_damage(amount: float, hit_position: Vector3, source: Node = null, impulse: Vector3 = Vector3.ZERO) -> void:
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func take_damage(amount: float, hit_position: Vector3, source: Node = null, _impulse: Vector3 = Vector3.ZERO) -> void:
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if is_dead:
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return
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@@ -141,14 +141,13 @@ func _die(_hit_position: Vector3, source: Node, damage_amount: float) -> void:
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linear_vel = hit_dir * (damage_amount * 0.02)
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impulse = hit_dir * (damage_amount * 0.5)
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get_tree().create_timer(0.01).timeout.connect(func():
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if is_instance_valid(ragdoll_instance):
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ragdoll_instance.apply_initial_velocities(linear_vel, impulse)
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)
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get_tree().create_timer(0.01).timeout.connect(_apply_ragdoll_velocity.bind(ragdoll_instance, linear_vel, impulse))
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get_tree().create_timer(3.0).timeout.connect(func():
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_respawn()
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)
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get_tree().create_timer(3.0).timeout.connect(_respawn)
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func _apply_ragdoll_velocity(ragdoll: Node3D, l_vel: Vector3, imp: Vector3) -> void:
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if is_instance_valid(ragdoll):
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ragdoll.apply_initial_velocities(l_vel, imp)
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func _respawn() -> void:
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if is_instance_valid(ragdoll_instance):
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@@ -185,15 +185,13 @@ func _die(_hit_position: Vector3, source: Node, damage_amount: float) -> void:
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linear_vel = hit_dir * (damage_amount * 0.02)
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impulse = hit_dir * (damage_amount * 0.5)
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get_tree().create_timer(0.01).timeout.connect(func():
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if is_instance_valid(ragdoll_instance):
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# The ragdoll also inherits the current walking velocity natively
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ragdoll_instance.apply_initial_velocities(velocity + linear_vel, impulse)
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)
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get_tree().create_timer(0.01).timeout.connect(_apply_ragdoll_velocity.bind(ragdoll_instance, velocity + linear_vel, impulse))
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get_tree().create_timer(3.0).timeout.connect(func():
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_respawn()
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)
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get_tree().create_timer(3.0).timeout.connect(_respawn)
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func _apply_ragdoll_velocity(ragdoll: Node3D, l_vel: Vector3, imp: Vector3) -> void:
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if is_instance_valid(ragdoll):
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ragdoll.apply_initial_velocities(l_vel, imp)
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func _respawn() -> void:
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if is_instance_valid(ragdoll_instance):
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