fix: a lot of networking bugs
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@@ -137,7 +137,7 @@ func _on_hit(result: Dictionary) -> void:
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if not result.collider.has_method("take_damage"):
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if result.collider is StaticBody3D or result.collider is CSGShape3D:
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ImpactSpawner.spawn(get_tree(), "crater", result.position, result.normal, explosion_radius * 1.5)
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elif not owner_player or owner_player.is_multiplayer_authority():
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elif owner_player and owner_player.multiplayer.is_server():
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result.collider.take_damage(damage, result.position, owner_player)
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_explode(result.position)
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destroy()
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@@ -200,11 +200,11 @@ func _explode(pos: Vector3) -> void:
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if col == owner_player and not can_self_damage:
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# Skip self damage, but we still applied the knockback!
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pass
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elif not owner_player or owner_player.is_multiplayer_authority():
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elif owner_player and owner_player.multiplayer.is_server():
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col.take_damage(final_damage, target_pos, owner_player, dir * final_knockback)
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# Broadcast Visual Explosion Effect to other peers
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if owner_player and owner_player.has_method("server_play_explosion") and owner_player.multiplayer.has_multiplayer_peer() and owner_player.multiplayer.multiplayer_peer is not OfflineMultiplayerPeer:
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if owner_player and owner_player.is_multiplayer_authority() and owner_player.has_method("server_play_explosion") and owner_player.multiplayer.has_multiplayer_peer() and owner_player.multiplayer.multiplayer_peer is not OfflineMultiplayerPeer:
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owner_player.server_play_explosion.rpc_id(1, pos, explosion_radius)
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# Local Visual Effect
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