feat: implement procedural humanoid animations, modular weapon system, and dummy entity base classes
This commit is contained in:
@@ -301,6 +301,15 @@ func _spawn_player(pid: int) -> CharacterBody3D:
|
||||
rep_config.add_property(":position")
|
||||
rep_config.add_property(":rotation")
|
||||
rep_config.add_property("HeadPivot:rotation")
|
||||
rep_config.add_property(":synced_movement_state")
|
||||
rep_config.add_property(":synced_movement_speed")
|
||||
rep_config.add_property(":synced_is_crouching")
|
||||
rep_config.add_property(":synced_weapon_path")
|
||||
rep_config.add_property(":synced_loadout_p1")
|
||||
rep_config.add_property(":synced_loadout_p2")
|
||||
rep_config.add_property(":synced_loadout_sp")
|
||||
rep_config.add_property(":synced_loadout_melee")
|
||||
rep_config.add_property(":synced_loadout_ready")
|
||||
sync.replication_config = rep_config
|
||||
player.add_child(sync)
|
||||
|
||||
@@ -395,9 +404,10 @@ func _spawn_player(pid: int) -> CharacterBody3D:
|
||||
player.set_process(true)
|
||||
sm.set_physics_process(true)
|
||||
else:
|
||||
# Disable processing/input for remote players
|
||||
# Disable physics processing/input for remote players
|
||||
# but keep _process enabled so synced state updates the HumanoidModel
|
||||
player.set_physics_process(false)
|
||||
player.set_process(false)
|
||||
player.set_process(true)
|
||||
player.set_process_input(false)
|
||||
sm.set_physics_process(false)
|
||||
sm.set_process(false)
|
||||
@@ -410,6 +420,10 @@ func _spawn_player(pid: int) -> CharacterBody3D:
|
||||
wman.set_process_input(false)
|
||||
wman.set_process(false)
|
||||
wman.set_physics_process(false)
|
||||
wman.visible = false
|
||||
var cv = wman.get("canvas_layer")
|
||||
if cv:
|
||||
cv.visible = false
|
||||
|
||||
return player
|
||||
|
||||
|
||||
Reference in New Issue
Block a user