Feat/10 adding multiplayer fundamentals #14
@@ -410,6 +410,11 @@ func _process(delta: float) -> void:
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if is_instance_valid(spring_arm):
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if is_instance_valid(spring_arm):
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# Follow torso position exactly to avoid lerp bobbing
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# Follow torso position exactly to avoid lerp bobbing
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spring_arm.global_position = torso.global_position
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spring_arm.global_position = torso.global_position
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if death_screen and death_screen.visible:
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if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) or Input.is_mouse_button_pressed(MOUSE_BUTTON_RIGHT) or Input.is_key_pressed(KEY_SPACE) or Input.is_key_pressed(KEY_ENTER) or Input.is_key_pressed(KEY_ESCAPE) == false and (Input.is_action_just_pressed("ui_accept") or Input.is_action_just_pressed("jump") or Input.is_action_just_pressed("fire")):
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_on_respawn_pressed()
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return
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return
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# Shield recharge logic
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# Shield recharge logic
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+15
-1
@@ -92,7 +92,21 @@ func _resume() -> void:
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func _respawn() -> void:
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func _respawn() -> void:
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_resume() # Unpause
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_resume() # Unpause
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get_tree().reload_current_scene()
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# Find local player
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var local_player: Node3D = null
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if get_tree().current_scene.has_node("Players"):
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for p in get_tree().current_scene.get_node("Players").get_children():
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if p.has_method("is_multiplayer_authority") and p.is_multiplayer_authority():
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local_player = p
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break
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if not local_player:
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local_player = get_tree().current_scene.get_node_or_null("Player")
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if local_player and local_player.has_method("take_damage"):
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local_player.take_damage(9999, Vector3.ZERO)
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func _build_ui() -> void:
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func _build_ui() -> void:
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bg = ColorRect.new()
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bg = ColorRect.new()
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