feat: implement core movement, combat, weapon management, and networking systems

This commit is contained in:
DottsGit
2026-06-07 00:22:21 -04:00
parent 064bc90f53
commit 7f54792ad9
12 changed files with 191 additions and 42 deletions
+1 -1
View File
@@ -163,7 +163,7 @@ func _try_start_grapple() -> void:
grapple_length = origin.distance_to(grapple_point)
# Travel at 45 m/s
grapple_travel_time = grapple_length / 45
grapple_travel_time = 0.0
grapple_shoot_time = 0.0
is_grapple_shooting = true
movement_event.emit("grapple_shoot", {})
+7
View File
@@ -712,6 +712,8 @@ func _physics_process(_delta: float) -> void:
# Write synced state for remote peers
synced_movement_state = sm.current_state
synced_movement_speed = Vector2(velocity.x, velocity.z).length()
if synced_movement_speed < 0.1:
synced_movement_speed = 0.0
synced_is_crouching = sm.input_crouch
@@ -887,6 +889,11 @@ func die(impulse: Vector3 = Vector3.ZERO) -> void:
if _machine:
_machine.process_mode = Node.PROCESS_MODE_DISABLED
if camera:
camera.fov = 90.0
if head_pivot and head_pivot.has_method("set_weapon_fov"):
head_pivot.set_weapon_fov(-1.0)
# Hide old animated model
var humanoid = get_node_or_null("HumanoidModel")
if humanoid: