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Papay-Shooter/movement/player_movement_controller.gd
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2026-08-09 01:31:44 -04:00

1622 lines
60 KiB
GDScript

extends CharacterBody3D
class_name PlayerMovementController
signal chain_updated(count: int, bonus: float)
@export var params: MovementParams = preload("res://movement/movement_params.gd").new()
var _machine: MovementStateMachine = null
var head_pivot: Node3D = null # FPSCameraRig node
var camera: Camera3D = null
var flashlight: SpotLight3D = null
var _damage_layer: CanvasLayer = null
# Third-person view toggle (local player only). The first-person camera keeps
# handling aim/firing; the toggle only changes which camera renders and whether
# the owner sees their own model.
var third_person: bool = false
var _tp_camera: Camera3D = null
# Health and Shield
var max_health: float = 100.0
var health: float = 100.0
var max_shield: float = 100.0
var shield: float = 100.0
var time_since_last_damage: float = 0.0
var death_count: int = 0
var is_dead: bool = false
# UI
## The first-person HUD — reticle, vitals, ammo, death screen. See ui/player_hud.gd.
var _hud: PlayerHUD = null
## Kept because the controller drives them directly: the death screen is toggled
## by die()/respawn, and the ring is read by the reload logic.
var death_screen: Control
var ragdoll_instance: Node3D
# Audio
var footstep_player: AudioStreamPlayer
var footstep_streams: Array = []
var land_player: AudioStreamPlayer
var _remote_footstep_timer: float = 0.0
var _slide_surface_event: String = ""
# Networked one-shot animation actions (reload/throw): the owner bumps the
# sequence; remote peers play the named action when it changes.
@export var synced_action: String = ""
@export var synced_action_seq: int = 0
var _last_action_seq: int = 0
var _was_reloading: bool = false
## Ammo count last frame — a drop means we fired, which kicks the owner's
## own third-person model (remote shooters go through server_play_fire_effects).
var _last_local_ammo: int = -1
var dash_player: AudioStreamPlayer
var _jet_vfx: PlayerJetVFX = null
var recent_attackers: Dictionary = {} # attacker_id: timestamp
var hit_player: AudioStreamPlayer
var slide_player: AudioStreamPlayer
var wallrun_player: AudioStreamPlayer
var wind_player: AudioStreamPlayer
var jump_player: AudioStreamPlayer
var double_jump_player: AudioStreamPlayer
var vault_player: AudioStreamPlayer
var grapple_shoot_player: AudioStreamPlayer
var grapple_latch_player: AudioStreamPlayer
var grapple_swing_player: AudioStreamPlayer
# UI
## The reload ring, owned by the HUD. Kept here because the reload logic reads it.
var reload_ring: Control
var grenades: int = 2
var is_holding_grenade: bool = false
var trajectory_mesh: MultiMeshInstance3D
# Grapple
var grapple_rope: MeshInstance3D
# ── Multiplayer Sync Variables ─────────────────────────────────────────────
# These are written by the authority each frame and replicated to remote peers
# via the MultiplayerSynchronizer properties.
# Movement is CLIENT-AUTHORITATIVE: the owning peer simulates locally and
# broadcasts position/velocity; remote peers interpolate toward it (see
# _process). The server stays authoritative for health, shield, and kills.
var synced_movement_state: String = "idle"
var synced_movement_speed: float = 0.0
var synced_is_crouching: bool = false
var synced_position: Vector3 = Vector3.ZERO
var synced_velocity: Vector3 = Vector3.ZERO
var synced_is_ads: bool = false
var synced_wall_side: float = 0.0 # -1 wall left, +1 wall right (wall-glide bank)
var synced_helmet_closed: bool = false
var synced_is_dancing: bool = false # dance emote (B), shown on the model
## Which of the five routines in DanceRoutines is playing. Replicated, so other
## players see the emote that was actually chosen rather than always the first.
var synced_dance_index: int = 0
## The radial dial, and how long the emote button has been held. -1 means this
## press was consumed by stopping a dance and must not open the wheel.
var _emote_wheel: EmoteWheel = null
var _emote_held: float = -1.0
# Anime speed-lines overlay (local player only)
var _speedlines: ColorRect = null
var _speedline_burst: float = 0.0
@export var synced_skin_id: String = ""
@export var synced_weapon_path: String = ""
# Remote interpolation tuning
const NET_LERP_RATE := 18.0 # exponential smoothing rate for remote players
const NET_SNAP_DISTANCE := 6.0 # teleport if desync exceeds this (respawns etc.)
const NET_EXTRAPOLATION := 0.05 # seconds of velocity extrapolation
var skinned_model: Node3D = null
var _applied_skin_id: String = "__none__"
@export var synced_grapple_point: Vector3 = Vector3.ZERO
@export var synced_is_grapple_shooting: bool = false
# For homing rocket
@export var synced_is_targeting: bool = false
@export var synced_homing_target_pos: Vector3 = Vector3.ZERO
var synced_loadout_p1: String = ""
var synced_loadout_p2: String = ""
var synced_loadout_sp: String = ""
var synced_loadout_melee: String = ""
var synced_loadout_ready: bool = false
func _ready() -> void:
var sm := _ensure_machine()
if sm:
sm.player = self
sm.params = params
sm.movement_event.connect(_on_movement_event)
# Find camera rig
head_pivot = get_node_or_null("HeadPivot")
if head_pivot:
camera = head_pivot.get_node_or_null("Camera3D")
if camera:
flashlight = SpotLight3D.new()
flashlight.spot_range = 100.0
flashlight.spot_angle = 35.0
flashlight.light_energy = 5.0
flashlight.light_volumetric_fog_energy = 0.0 # Prevents the blinding fog glare and laggy trails
flashlight.shadow_enabled = false
flashlight.position = Vector3(0, 0, 0)
flashlight.visible = false
camera.add_child(flashlight)
_setup_audio()
_setup_jet_vfx()
_setup_grapple()
_setup_grenade_trajectory()
if is_multiplayer_authority():
_damage_layer = CanvasLayer.new()
add_child(_damage_layer)
_setup_hud()
_setup_speedlines()
else:
call_deferred("_hide_remote_weapons")
set_process(true)
if is_multiplayer_authority():
set_physics_process(true)
var skin_mgr = get_node_or_null("/root/SkinManager")
if skin_mgr:
synced_skin_id = skin_mgr.active_skin_id
synced_position = position
_setup_third_person_camera()
# Build the visual model for whatever skin is selected (remote peers get
# the id via the synchronizer and rebuild in _process when it arrives).
_apply_skin_model(synced_skin_id)
## Over-the-shoulder camera for the local player, on a spring arm so it doesn't
## clip through walls. The first-person camera still exists and handles firing;
## this one only renders when third_person is on.
func _setup_third_person_camera() -> void:
if not head_pivot or not is_instance_valid(camera):
return
# Chain: head_pivot > OrbitPivot (Alt free-look, springs back to zero)
# > ShoulderOffset (camera right of the spine — the character sits
# slightly LEFT of screen centre, Fortnite-style) > SpringArm.
var orbit := Node3D.new()
orbit.name = "OrbitPivot"
head_pivot.add_child(orbit)
var shoulder := Node3D.new()
shoulder.name = "ShoulderOffset"
shoulder.position = Vector3(0.55, 0.12, 0.0)
orbit.add_child(shoulder)
var boom := SpringArm3D.new()
boom.name = "ThirdPersonBoom"
boom.spring_length = 2.6
boom.margin = 0.3
boom.collision_mask = 1 # environment only
boom.add_excluded_object(get_rid())
# Aim the arm up-and-back from the shoulder so the camera sits behind/above.
boom.rotation_degrees = Vector3(14, 0, 0)
shoulder.add_child(boom)
_tp_camera = Camera3D.new()
_tp_camera.name = "ThirdPersonCamera"
_tp_camera.fov = camera.fov
_tp_camera.current = false
# Never render the first-person viewmodel layer (20) — otherwise the gun
# and arms float in front of the third-person view.
_tp_camera.cull_mask &= ~(1 << 19)
boom.add_child(_tp_camera)
## Toggle between first- and third-person. Firing keeps using the first-person
## camera, so aim is unchanged; only rendering and self-visibility change.
func set_third_person(on: bool) -> void:
if not is_multiplayer_authority():
return
third_person = on
if is_instance_valid(_tp_camera):
# Tool-script regression runners compile this controller before autoload
# singletons register, so a direct `SettingsManager` identifier makes the
# whole movement state machine fail to compile. Resolve the same singleton
# at runtime; level scenes and `-s` tests now share one safe path.
var settings = get_tree().root.get_node_or_null("SettingsManager")
if settings:
_tp_camera.fov = settings.world_fov
_tp_camera.current = on
if is_instance_valid(camera):
camera.current = not on
# Reveal / hide the owner's own model.
var visual = get_visual_model()
if visual and visual.has_method("set_owner_visible"):
visual.set_owner_visible(on)
if is_instance_valid(_jet_vfx):
_jet_vfx.set_render_enabled(on)
# Hide the first-person weapon viewmodel in third person (it would float in
# the middle of the screen); the third-person weapon on the model shows.
if is_instance_valid(camera):
var wman = camera.get_node_or_null("WeaponManager")
if wman and "canvas_layer" in wman and is_instance_valid(wman.canvas_layer):
wman.canvas_layer.visible = not on
## Swap this player's character model, live.
##
## The only supported way in from outside — the escape menu's character picker
## calls this. It exists because the two halves of a skin change are easy to do
## by halves: `synced_skin_id` is what REMOTE peers rebuild from, and they only
## check it because their `_process` watches for it to change, which the
## authority's does not. Setting the property alone would change every other
## player's view of you and not your own.
##
## Rebuilding drops the old model and its third-person reveal with it, so that
## is re-applied here too; otherwise picking a new character while in third
## person leaves you looking at a shadow.
func set_skin(skin_id: String) -> void:
if skin_id == "" or skin_id == _applied_skin_id:
return
synced_skin_id = skin_id
_apply_skin_model(skin_id)
if third_person:
var visual := get_visual_model()
if visual and visual.has_method("set_owner_visible"):
visual.set_owner_visible(true)
## Returns the node that visually represents this player (skinned GLB model
## if the active skin has one, otherwise the procedural HumanoidModel).
func get_visual_model() -> Node3D:
if is_instance_valid(skinned_model):
return skinned_model
return get_node_or_null("HumanoidModel")
func _setup_jet_vfx() -> void:
_jet_vfx = PlayerJetVFX.new()
_jet_vfx.name = "JetVFX"
add_child(_jet_vfx)
_jet_vfx.set_render_enabled(not is_multiplayer_authority() or third_person)
func _update_jet_vfx(state: String, move_dir: Vector2) -> void:
if not is_instance_valid(_jet_vfx):
return
_jet_vfx.set_visual_model(get_visual_model())
_jet_vfx.set_render_enabled(not is_multiplayer_authority() or third_person)
_jet_vfx.set_dash(state == "dash", move_dir)
_jet_vfx.set_wall_glide(state == "wall_run", move_dir)
## Swap the visual model to match a skin id. GLB skins replace the procedural
## model entirely; color skins tint the procedural model.
func _apply_skin_model(skin_id: String) -> void:
_applied_skin_id = skin_id
var humanoid = get_node_or_null("HumanoidModel")
var old = get_node_or_null("SkinnedModel")
if old:
remove_child(old)
old.queue_free()
skinned_model = null
var skin_mgr = get_node_or_null("/root/SkinManager")
var skin = skin_mgr.get_skin(skin_id) if skin_mgr else null
var has_model: bool = skin != null and skin.model_path != "" \
and (ResourceLoader.exists(skin.model_path) or FileAccess.file_exists(skin.model_path))
if has_model:
var model := SkinnedPlayerModel.new()
model.name = "SkinnedModel"
model.skin_id = skin_id
model.model_path = skin.model_path
model.mecha_theme = str(skin.get("mecha_theme"))
# Owner gets the first-person body view (head hidden, fully animated);
# everyone else sees the full third-person model.
model.first_person_mode = is_multiplayer_authority()
model.position = Vector3(0, -0.9, 0) # capsule center -> feet
add_child(model)
skinned_model = model
if humanoid:
humanoid.visible = false
else:
if humanoid:
humanoid.visible = not is_dead
if skin and humanoid.has_method("_apply_color"):
humanoid._apply_color(skin.color_tint)
func _hide_remote_weapons() -> void:
if camera:
var wman = camera.get_node_or_null("WeaponManager")
if wman:
wman.visible = false
wman.process_mode = Node.PROCESS_MODE_DISABLED
var cv = wman.get("canvas_layer")
if cv:
cv.visible = false
func _setup_audio() -> void:
footstep_player = AudioStreamPlayer.new()
_configure_audio_player(footstep_player, "footstep_concrete")
add_child(footstep_player)
land_player = AudioStreamPlayer.new()
_configure_audio_player(land_player, "land")
add_child(land_player)
jump_player = AudioStreamPlayer.new()
_configure_audio_player(jump_player, "jump")
add_child(jump_player)
double_jump_player = AudioStreamPlayer.new()
_configure_audio_player(double_jump_player, "double_jump")
add_child(double_jump_player)
vault_player = AudioStreamPlayer.new()
_configure_audio_player(vault_player, "vault")
add_child(vault_player)
dash_player = AudioStreamPlayer.new()
_configure_audio_player(dash_player, "dash")
add_child(dash_player)
hit_player = AudioStreamPlayer.new()
_configure_audio_player(hit_player, "hit_confirm")
hit_player.max_polyphony = 8
add_child(hit_player)
slide_player = AudioStreamPlayer.new()
_configure_audio_player(slide_player, "movement_slide_concrete")
add_child(slide_player)
wallrun_player = AudioStreamPlayer.new()
_configure_audio_player(wallrun_player, "wallrun")
add_child(wallrun_player)
wind_player = AudioStreamPlayer.new()
_configure_audio_player(wind_player, "wind")
wind_player.volume_db = -80.0 # Start silent
add_child(wind_player)
wind_player.play()
grapple_shoot_player = AudioStreamPlayer.new()
_configure_audio_player(grapple_shoot_player, "grapple_launch")
add_child(grapple_shoot_player)
grapple_latch_player = AudioStreamPlayer.new()
_configure_audio_player(grapple_latch_player, "grapple_latch")
add_child(grapple_latch_player)
grapple_swing_player = AudioStreamPlayer.new()
_configure_audio_player(grapple_swing_player, "grapple_reel")
grapple_swing_player.volume_db = -80.0
add_child(grapple_swing_player)
grapple_swing_player.play()
func _configure_audio_player(player: Node, event: String,
fallback_path: String = "", volume_db_offset: float = 0.0) -> void:
# See set_third_person(): direct autoload identifiers are unavailable while
# `-s` regression scripts compile this controller's dependency graph.
var audio_manager = get_tree().root.get_node_or_null("AudioManager")
if audio_manager:
audio_manager.configure_player(
player, event, fallback_path, volume_db_offset)
## Material under/alongside the controller, using the same collider metadata as
## gunshot occlusion. Builders already identify wood/metal/glass/brick, so
## movement audio stays correct without map-specific node lists.
func acoustic_surface(direction: Vector3 = Vector3.DOWN,
distance: float = 1.8) -> String:
if not is_inside_tree() or direction.length_squared() < 0.001:
return "concrete"
var start := global_position + Vector3.UP * 0.12
var query := PhysicsRayQueryParameters3D.create(
start, start + direction.normalized() * distance, 1)
query.exclude = [get_rid()]
var hit := get_world_3d().direct_space_state.intersect_ray(query)
if hit.is_empty():
return "concrete"
return Acoustics.classify(hit.collider)
func _surface_family(material: String) -> String:
match material:
"metal":
return "metal"
"wood":
return "wood"
"glass":
return "glass"
_:
# Brick, stone, sand and untagged structural surfaces all use the
# concrete family; each still varies sample and pitch.
return "concrete"
func surface_event(prefix: String, direction: Vector3 = Vector3.DOWN,
distance: float = 1.8) -> String:
return "%s_%s" % [prefix, _surface_family(
acoustic_surface(direction, distance))]
func play_footstep(speed: float) -> void:
if footstep_player == null:
return
var event := surface_event("footstep")
var speed_mix := clampf((speed - 1.0) / 10.0, 0.0, 1.0)
_configure_audio_player(footstep_player, event, "",
lerpf(-3.0, 0.5, speed_mix))
footstep_player.pitch_scale = lerpf(0.96, 1.045, speed_mix) \
* randf_range(0.985, 1.015)
footstep_player.play()
func update_slide_audio(speed: float) -> void:
if slide_player == null:
return
var event := surface_event("movement_slide")
if event != _slide_surface_event:
var was_playing := slide_player.playing
_configure_audio_player(slide_player, event)
_slide_surface_event = event
if was_playing:
slide_player.play()
var intensity := clampf((speed - 4.0) / 16.0, 0.0, 1.0)
slide_player.volume_db = lerpf(-24.0, -13.0, intensity)
slide_player.pitch_scale = lerpf(0.94, 1.02, intensity)
func update_wallrun_audio(speed: float, wall_normal: Vector3) -> void:
if wallrun_player == null:
return
var intensity := clampf((speed - 4.0) / 16.0, 0.0, 1.0)
# The same warm friction bed works on every wall; material changes its
# resonance subtly without ever turning metal walls into a piercing whine.
var material := acoustic_surface(-wall_normal, 1.3)
var material_pitch := 1.035 if material == "metal" else (
0.94 if material == "wood" else 1.0)
wallrun_player.volume_db = lerpf(-24.0, -13.0, intensity)
wallrun_player.pitch_scale = lerpf(0.95, 1.02, intensity) * material_pitch
func _setup_speedlines() -> void:
_speedlines = ColorRect.new()
_speedlines.name = "SpeedLines"
_speedlines.set_anchors_preset(Control.PRESET_FULL_RECT)
_speedlines.mouse_filter = Control.MOUSE_FILTER_IGNORE
var mat := ShaderMaterial.new()
mat.shader = load("res://assets/shaders/speed_lines.gdshader")
mat.set_shader_parameter("intensity", 0.0)
_speedlines.material = mat
_damage_layer.add_child(_speedlines)
func _setup_grapple() -> void:
grapple_rope = MeshInstance3D.new()
var rope_mesh = CylinderMesh.new()
rope_mesh.top_radius = 0.04
rope_mesh.bottom_radius = 0.04
rope_mesh.height = 1.0 # Will be scaled dynamically
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(0.1, 0.1, 0.1) # Dark grey cable
mat.roughness = 0.8
rope_mesh.material = mat
grapple_rope.mesh = rope_mesh
grapple_rope.visible = false
get_tree().current_scene.call_deferred("add_child", grapple_rope)
func _setup_grenade_trajectory() -> void:
trajectory_mesh = MultiMeshInstance3D.new()
var mm = MultiMesh.new()
mm.transform_format = MultiMesh.TRANSFORM_3D
mm.instance_count = 60
trajectory_mesh.multimesh = mm
var dot_mesh = SphereMesh.new()
dot_mesh.radius = 0.05
dot_mesh.height = 0.1
var dot_mat = StandardMaterial3D.new()
dot_mat.albedo_color = Color(1.0, 1.0, 1.0, 0.5)
dot_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
dot_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
dot_mesh.material = dot_mat
trajectory_mesh.multimesh.mesh = dot_mesh
trajectory_mesh.visible = false
get_tree().current_scene.call_deferred("add_child", trajectory_mesh)
var _last_hit_sound_time: int = 0
func spawn_damage_number(amount: float, hit_pos: Vector3) -> void:
if not camera or not _damage_layer: return
var label = load("res://ui/floating_damage_text.gd").new()
label.text = str(round(amount))
label.add_theme_font_size_override("font_size", 28)
# The theme's papaya and its violet ink, not an approximate orange on pure
# black — these numbers fly over the same 3D scene the rest of the HUD does.
label.add_theme_color_override("font_color", UITheme.PAPAYA)
label.add_theme_color_override("font_outline_color", UITheme.INK)
label.add_theme_constant_override("outline_size", 7)
# Small random offset in 3D space so multiple pellets don't perfectly overlap
var offset = Vector3(randf_range(-0.4, 0.4), randf_range(-0.4, 0.4), randf_range(-0.4, 0.4))
label.target_pos = hit_pos + offset
label.camera = camera
_damage_layer.add_child(label)
# Only play the hit sound and flash the marker once per frame (or roughly every 16ms)
# This prevents the shotgun from stacking 8 hit sounds in a single frame.
var now = Time.get_ticks_msec()
if now - _last_hit_sound_time > 10:
_last_hit_sound_time = now
hit_player.play()
# The confirmation is part of the reticle now, so it lands where the eye
# already is and shares its ink outline.
if is_instance_valid(_hud):
_hud.confirm_hit()
func apply_impulse(force: Vector3) -> void:
velocity += force
# Force an upward launch to break ground contact
if force.y > 0.1:
# Tiny upward bump helps move_and_slide detach from the floor
global_position.y += 0.1
@rpc("any_peer", "call_local", "reliable")
func server_apply_impulse(force: Vector3) -> void:
if not multiplayer.is_server(): return
var sender = multiplayer.get_remote_sender_id()
if sender != 1 and sender != str(name).to_int(): return
# Movement is client-authoritative, so the impulse must land on the peer
# that simulates this body.
if is_multiplayer_authority():
apply_impulse(force)
else:
authority_apply_impulse.rpc_id(get_multiplayer_authority(), force)
@rpc("any_peer", "call_local", "reliable")
func authority_apply_impulse(force: Vector3) -> void:
if multiplayer.has_multiplayer_peer() and not multiplayer.multiplayer_peer is OfflineMultiplayerPeer:
if multiplayer.get_remote_sender_id() != 1: return
if is_multiplayer_authority():
apply_impulse(force)
func take_damage(amount: float, _hit_pos: Vector3, _source: Node3D = null, impulse: Vector3 = Vector3.ZERO) -> void:
var attacker_id = 0
var weapon_name = "Killed"
if _source:
if _source.has_method("get_multiplayer_authority"):
attacker_id = _source.get_multiplayer_authority()
elif "owner_player" in _source and _source.owner_player:
attacker_id = int(str(_source.owner_player.name))
elif _source is CharacterBody3D:
attacker_id = int(str(_source.name))
if _source.has_method("get_weapon_name"):
weapon_name = _source.get_weapon_name()
# If this is singleplayer offline, just call it directly
if not multiplayer.has_multiplayer_peer() or multiplayer.multiplayer_peer is OfflineMultiplayerPeer:
rpc_take_damage(amount, _hit_pos, attacker_id, weapon_name, impulse)
else:
# Tell the server to handle the damage and broadcast it to everyone!
server_take_damage.rpc_id(1, amount, _hit_pos, attacker_id, weapon_name, impulse)
@rpc("any_peer", "call_local", "unreliable")
func server_play_fire_effects(origin: Vector3, target_or_dir: Vector3, weapon_name: String, is_hitscan: bool) -> void:
if not multiplayer.is_server(): return
rpc_play_fire_effects.rpc(origin, target_or_dir, weapon_name, is_hitscan)
@rpc("any_peer", "call_local", "unreliable")
func rpc_play_fire_effects(origin: Vector3, target_or_dir: Vector3, _weapon_name: String, is_hitscan: bool) -> void:
# Local player already spawned effects locally with 0 latency
if is_multiplayer_authority(): return
# Positional gunshot for the remote shooter — occlusion + reflections via
# AudioManager make it locatable ("that came from behind the wooden wall").
var am = get_tree().root.get_node_or_null("AudioManager")
if am:
var sid: String = am.weapon_sound_id(_weapon_name)
if sid != "" and am.has_sound(sid):
am.play_3d(sid, origin)
# Visible shot kick on the remote shooter's model
var rv = get_visual_model()
if rv and rv.has_method("add_gun_recoil"):
rv.add_gun_recoil()
if is_hitscan:
# Spawn a standalone tracer directly into the scene
_spawn_remote_tracer(origin, target_or_dir)
else:
# Spawn a visual-only projectile flying from origin along the direction
_spawn_remote_projectile(origin, target_or_dir, _weapon_name)
func _spawn_remote_tracer(origin: Vector3, target: Vector3) -> void:
HitscanTracer.spawn_bolt(get_tree().current_scene, origin, target)
func _spawn_remote_projectile(origin: Vector3, fire_dir: Vector3, weapon_name: String) -> void:
# Try to find the actual weapon to spawn its custom projectile so it looks identical!
if camera:
var wman = camera.get_node_or_null("WeaponManager")
if wman:
var target_weapon = null
for w in wman.weapons.values():
if "weapon_name" in w and w.weapon_name == weapon_name:
target_weapon = w
break
if target_weapon and target_weapon.has_method("_spawn_custom_projectile"):
target_weapon._spawn_custom_projectile(origin, fire_dir)
return
# Generic fallback if weapon not found (e.g. joined late and weapons didn't build yet)
var proj = Node3D.new()
proj.name = "RemoteProjectile"
if weapon_name == "Plasma Gun":
var mesh_instance = MeshInstance3D.new()
var p_mesh = SphereMesh.new()
p_mesh.radius = 0.08
p_mesh.height = 0.16
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(0.2, 0.6, 1.0)
mat.emission_enabled = true
mat.emission = Color(0.2, 0.6, 1.0)
mat.emission_energy_multiplier = 5.0
p_mesh.material = mat
mesh_instance.mesh = p_mesh
proj.add_child(mesh_instance)
var light = OmniLight3D.new()
light.light_color = Color(0.2, 0.6, 1.0)
light.light_energy = 2.0
light.omni_range = 4.0
proj.add_child(light)
else:
# Generic rocket fallback
var mesh_inst = MeshInstance3D.new()
var p_mesh = CylinderMesh.new()
p_mesh.top_radius = 0.0
p_mesh.bottom_radius = 0.05
p_mesh.height = 0.2
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(0.8, 0.2, 0.2)
mat.emission_enabled = true
mat.emission = Color(1.5, 0.3, 0.1)
p_mesh.material = mat
mesh_inst.mesh = p_mesh
mesh_inst.rotation.x = deg_to_rad(-90)
proj.add_child(mesh_inst)
var smoke = GPUParticles3D.new()
var smoke_mat = ParticleProcessMaterial.new()
smoke_mat.direction = Vector3(0, 0, 1)
smoke_mat.spread = 5.0
smoke_mat.initial_velocity_min = 0.0
smoke_mat.initial_velocity_max = 0.5
smoke_mat.gravity = Vector3(0, 0.5, 0)
smoke.process_material = smoke_mat
smoke.amount = 20
smoke.lifetime = 0.5
smoke.position = Vector3(0, 0, 0.1)
var smoke_mesh = SphereMesh.new()
smoke_mesh.radius = 0.04
var smoke_mesh_mat = StandardMaterial3D.new()
smoke_mesh_mat.albedo_color = Color(0.5, 0.5, 0.5, 0.6)
smoke_mesh_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
smoke_mesh.material = smoke_mesh_mat
smoke.draw_pass_1 = smoke_mesh
proj.add_child(smoke)
# Orient the projectile in the direction of fire
var up_vec = Vector3.UP
if abs(fire_dir.normalized().dot(up_vec)) > 0.99:
up_vec = Vector3.RIGHT
get_tree().current_scene.add_child(proj)
proj.global_position = origin
proj.look_at(origin + fire_dir, up_vec)
# Animate movement using tween at appropriate speed
var speed = 35.0 if weapon_name != "Plasma Gun" else 80.0
var end_pos = origin + fire_dir.normalized() * (speed * 5.0)
var tween = get_tree().create_tween()
tween.tween_property(proj, "global_position", end_pos, 5.0)
tween.tween_callback(proj.queue_free)
@rpc("any_peer", "call_local", "reliable")
func server_play_explosion(pos: Vector3, radius: float) -> void:
if not multiplayer.is_server(): return
rpc_play_explosion.rpc(pos, radius)
@rpc("any_peer", "call_local", "reliable")
func rpc_play_explosion(pos: Vector3, radius: float) -> void:
if is_multiplayer_authority(): return
var pitch := clampf(1.06 - (radius - 2.5) * 0.035, 0.76, 1.12)
ExplosionVFX.spawn(get_tree(), pos, radius, pitch)
@rpc("any_peer", "call_local", "reliable")
func server_take_damage(amount: float, hit_pos: Vector3, attacker_id: int, weapon_name: String, impulse: Vector3) -> void:
if not multiplayer.is_server(): return
# Friendly fire, decided by the MODE and enforced here — on the server, before
# the damage is broadcast — so a mode that turns it off turns it off for real
# rather than merely declining to award the kill. Team Deathmatch with damage
# that lands and a kill that does not count is worse than either.
var nm = get_node_or_null("/root/NetworkManager")
if nm and nm.has_method("can_damage") and attacker_id != 0:
var victim_id := int(str(name)) if str(name).is_valid_int() else 0
if victim_id != 0 and not nm.can_damage(attacker_id, victim_id):
return
# Broadcast damage event to all peers so the victim dies on all screens.
# Knockback is applied inside rpc_take_damage on the victim's own peer,
# since that peer simulates this body.
rpc_take_damage.rpc(amount, hit_pos, attacker_id, weapon_name, impulse)
@rpc("any_peer", "call_local", "reliable")
func rpc_take_damage(amount: float, hit_pos: Vector3, attacker_id: int, weapon_name: String, impulse: Vector3) -> void:
if is_dead:
if is_instance_valid(ragdoll_instance):
ragdoll_instance.apply_initial_velocities(Vector3.ZERO, impulse)
return
# Show damage number for the attacker
if not multiplayer.has_multiplayer_peer() or attacker_id == multiplayer.get_unique_id():
if is_multiplayer_authority():
spawn_damage_number(amount, hit_pos)
else:
var my_node = get_parent().get_node_or_null(str(attacker_id))
if my_node and my_node.has_method("spawn_damage_number"):
my_node.spawn_damage_number(amount, hit_pos)
# Show damage indicator and screen shake for the victim
if is_multiplayer_authority() and amount > 0.0 and (not multiplayer.has_multiplayer_peer() or attacker_id != multiplayer.get_unique_id()):
_show_damage_indicator(hit_pos)
if attacker_id != 0:
recent_attackers[attacker_id] = Time.get_ticks_msec() / 1000.0
# Flinch: the victim's model plays a hit reaction on every screen.
if amount > 0.0:
var vm = get_visual_model()
if vm and vm.has_method("play_oneshot"):
vm.play_oneshot("Hit", 0.3)
# Knockback lands on the simulating peer (movement is client-authoritative)
if is_multiplayer_authority() and impulse.length_squared() > 0.01:
apply_impulse(impulse)
time_since_last_damage = 0.0
if shield > 0.0:
if shield >= amount:
shield -= amount
amount = 0.0
else:
amount -= shield
shield = 0.0
if amount > 0.0:
health -= amount
if health <= 0.0:
health = 0.0
die(impulse)
if multiplayer.is_server():
var nm = get_node_or_null("/root/NetworkManager")
if nm and multiplayer.has_multiplayer_peer():
var killer_id = attacker_id
var assist_ids: Array = []
var now = Time.get_ticks_msec() / 1000.0
for aid in recent_attackers.keys():
if aid != killer_id and now - recent_attackers[aid] <= 10.0:
assist_ids.append(aid)
var real_victim_name = "Player " + str(name)
if "player_name" in self and self.player_name != "":
real_victim_name = self.player_name
elif str(name).to_int() == 1:
real_victim_name = "Host"
if nm.has_method("register_kill"):
var victim_id = str(name).to_int()
if victim_id == 0:
victim_id = 1 # Fallback to host if something is weird
nm.register_kill.rpc(victim_id, killer_id, weapon_name, real_victim_name, assist_ids)
func _show_damage_indicator(hit_pos: Vector3) -> void:
if not _damage_layer: return
var indicator = Polygon2D.new()
indicator.polygon = PackedVector2Array([
Vector2(0, -100),
Vector2(-20, -75),
Vector2(20, -75)
])
indicator.color = Color(1.0, 0.0, 0.0, 0.8)
indicator.position = get_viewport().get_visible_rect().size / 2.0
var forward = -global_transform.basis.z
forward.y = 0.0
if forward.length_squared() > 0.01:
forward = forward.normalized()
var right = global_transform.basis.x
right.y = 0.0
right = right.normalized()
var dir_to_hit = (hit_pos - global_position)
dir_to_hit.y = 0.0
if dir_to_hit.length_squared() > 0.01:
dir_to_hit = dir_to_hit.normalized()
var angle = atan2(dir_to_hit.dot(right), dir_to_hit.dot(forward))
indicator.rotation = angle
_damage_layer.add_child(indicator)
var tween = create_tween()
tween.tween_property(indicator, "color:a", 0.0, 1.0)
tween.tween_callback(indicator.queue_free)
if camera:
var shake_tween = create_tween()
shake_tween.tween_property(camera, "h_offset", randf_range(-0.2, 0.2), 0.05)
shake_tween.parallel().tween_property(camera, "v_offset", randf_range(-0.2, 0.2), 0.05)
shake_tween.chain().tween_property(camera, "h_offset", 0.0, 0.05)
shake_tween.parallel().tween_property(camera, "v_offset", 0.0, 0.05)
func get_weapon_name() -> String:
if camera:
var wman = camera.get_node_or_null("WeaponManager")
if wman:
var slot = wman.get("active_slot")
if slot != null and wman.weapons.has(slot):
var w = wman.weapons[slot]
if w and w.has_method("get_weapon_name"):
return w.get_weapon_name()
elif w:
var p = ""
if w.has_meta("script_path"):
p = w.get_meta("script_path").get_file().get_basename()
elif w.get_script():
p = w.get_script().resource_path.get_file().get_basename()
else:
p = "Killed"
return p.capitalize()
return "Killed"
func _ensure_machine() -> MovementStateMachine:
if is_instance_valid(_machine):
return _machine
if has_node("MovementStateMachine"):
var node = $MovementStateMachine
if node and node.has_method("switch_to") and node.has_method("register_chain_mechanic"):
_machine = node
return _machine
_machine = null
return null
func _physics_process(_delta: float) -> void:
# The owning peer reads input and feeds its own state machine directly.
# No server round-trip: movement responds on the same frame it's pressed.
if is_multiplayer_authority():
var raw_input := Vector2.ZERO
var input_jump := false
var input_jump_just := false
var input_crouch := false
var input_dash := false
var input_grapple := false
var input_grapple_just := false
var world_dir := Vector3.ZERO
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
raw_input = Input.get_vector("move_left", "move_right", "move_forward", "move_back")
var forward := -global_transform.basis.z
forward.y = 0.0
forward = forward.normalized()
var right := global_transform.basis.x
right.y = 0.0
right = right.normalized()
world_dir = (forward * (-raw_input.y) + right * raw_input.x)
if world_dir.length_squared() > 1.0:
world_dir = world_dir.normalized()
input_jump = Input.is_action_pressed("jump")
input_jump_just = Input.is_action_just_pressed("jump")
input_crouch = Input.is_action_pressed("crouch")
input_dash = Input.is_action_just_pressed("dash")
input_grapple = Input.is_action_pressed("grapple")
input_grapple_just = Input.is_action_just_pressed("grapple")
if Input.is_action_just_pressed("toggle_flashlight") and is_instance_valid(flashlight):
flashlight.visible = !flashlight.visible
if Input.is_action_just_pressed("toggle_camera_view"):
set_third_person(not third_person)
if Input.is_action_just_pressed("toggle_helmet"):
synced_helmet_closed = not synced_helmet_closed
# Emote (B): HOLD to open the radial dial and point at a dance,
# release to commit. A tap too short to have aimed anything just
# toggles the last one, which is exactly what the button did before
# the wheel existed — so the old muscle memory still works.
if Input.is_action_just_pressed("emote"):
_emote_held = 0.0
if synced_is_dancing:
# Already dancing: the press stops it, and no wheel opens.
# Having to aim at something in order to STOP is the most
# annoying possible way to build this.
synced_is_dancing = false
_emote_held = -1.0
elif _emote_wheel:
_emote_wheel.open()
elif Input.is_action_pressed("emote") and _emote_held >= 0.0:
_emote_held += _delta
elif Input.is_action_just_released("emote") and _emote_held >= 0.0:
var aimed := _emote_wheel.close() if _emote_wheel else -1
# A tap replays the last emote; a hold plays whatever was aimed
# at. Either way the same grounded-and-slow gate applies.
var pick := aimed if aimed >= 0 else synced_dance_index
var m := _ensure_machine()
var slow: bool = Vector2(velocity.x, velocity.z).length() < 1.0
if m and m.current_state == "ground" and slow:
synced_dance_index = pick
synced_is_dancing = true
if synced_is_dancing:
var m2 := _ensure_machine()
var moving := raw_input.length() > 0.1 or input_jump or input_crouch or input_dash
var airborne: bool = m2 and m2.current_state != "ground"
if moving or airborne:
synced_is_dancing = false
# The wheel eats aiming while it is open, so the player picking an emote
# does not also spin their character round. Movement is deliberately NOT
# blocked — a wheel that roots you in the open is a wheel nobody uses.
if _emote_wheel and _emote_wheel.visible and head_pivot:
head_pivot.set_process_input(false)
elif head_pivot and not head_pivot.is_processing_input() and not is_dead:
head_pivot.set_process_input(true)
var machine := _ensure_machine()
if machine:
machine.input_dir = raw_input
machine.wish_dir_world = world_dir
machine.input_jump_pressed = input_jump
machine.input_jump_just_pressed = input_jump_just
machine.input_crouch = input_crouch
machine.input_dash = input_dash
machine.input_grapple = input_grapple
machine.input_grapple_just_pressed = input_grapple_just
var speed = velocity.length()
var wind_factor = clampf((speed - 12.0) / 24.0, 0.0, 1.0)
var wind_target := -70.0 if wind_factor <= 0.001 \
else lerpf(-42.0, -15.0, pow(wind_factor, 0.82))
wind_player.volume_db = lerpf(wind_player.volume_db, wind_target,
1.0 - exp(-4.5 * _delta))
wind_player.pitch_scale = lerpf(1.0, 1.24, wind_factor)
if not wind_player.playing and wind_factor > 0.0:
wind_player.play()
# Anime speed lines: fade in past ~1.2x walk speed, spike on dash.
if is_instance_valid(_speedlines):
_speedline_burst = maxf(_speedline_burst - _delta * 2.5, 0.0)
var hs := Vector2(velocity.x, velocity.z).length()
var speed_intensity := clampf((hs - params.walk_speed * 1.2) / 12.0, 0.0, 0.85)
var target := maxf(speed_intensity, _speedline_burst)
var mat := _speedlines.material as ShaderMaterial
var cur: float = mat.get_shader_parameter("intensity")
mat.set_shader_parameter("intensity", lerpf(cur, target, 1.0 - exp(-10.0 * _delta)))
var sm := _ensure_machine()
if not sm:
return
# The owning peer publishes its grapple state for everyone's rope visuals
if is_multiplayer_authority():
synced_grapple_point = sm.grapple_point
synced_is_grapple_shooting = sm.is_grapple_shooting
# Update grapple rope visuals (runs on all clients for smooth interpolation)
if (synced_movement_state == "grapple" or synced_is_grapple_shooting) and camera:
grapple_rope.visible = true
var start_pos = camera.global_position \
+ camera.global_transform.basis * Vector3(0.3, -0.3, -0.15)
var grapple_visual := get_visual_model()
if synced_movement_state == "grapple" and grapple_visual \
and grapple_visual.has_method(
"get_grapple_hand_world_position"):
start_pos = grapple_visual.get_grapple_hand_world_position()
var end_pos = synced_grapple_point
var dist = start_pos.distance_to(end_pos)
if dist > 0.01:
grapple_rope.global_position = (start_pos + end_pos) / 2.0
var up_vec = Vector3.UP
var dir = (end_pos - start_pos).normalized()
if abs(dir.dot(up_vec)) > 0.99:
up_vec = Vector3.RIGHT
grapple_rope.transform.basis = Basis.looking_at(dir, up_vec) * Basis.from_euler(Vector3(PI/2.0, 0, 0))
grapple_rope.scale = Vector3(1.0, dist, 1.0)
else:
if grapple_rope:
grapple_rope.visible = false
if synced_movement_state == "grapple" and velocity.length() > 5.0:
var grapple_factor := clampf((velocity.length() - 5.0) / 18.0, 0.0, 1.0)
grapple_swing_player.volume_db = lerpf(grapple_swing_player.volume_db,
lerpf(-28.0, -15.0, grapple_factor), 1.0 - exp(-8.0 * _delta))
grapple_swing_player.pitch_scale = lerpf(0.92, 1.08, grapple_factor)
else:
grapple_swing_player.volume_db = lerpf(grapple_swing_player.volume_db,
-80.0, 1.0 - exp(-12.0 * _delta))
# Local player's aim-down-sights state (drives the model's weapon raise).
synced_is_ads = _read_ads()
# Drive the visual model (skinned GLB or procedural) from local state
var visual = get_visual_model()
if visual:
var h_speed = Vector2(velocity.x, velocity.z).length()
if visual.has_method("set_locomotion"):
var d := _local_move_dir()
visual.set_locomotion(d.x, d.y, 1.0 if synced_is_ads else 0.0)
# Direction must be present before update_state drives the BlendSpace;
# otherwise the first movement frame still samples last frame's Idle.
if visual.has_method("set_wall_side"):
visual.set_wall_side(sm.wall_side)
if visual.has_method("set_wall_glide_motion"):
visual.set_wall_glide_motion(velocity)
elif visual.has_method("set_wall_run_motion"):
visual.set_wall_run_motion(velocity)
if visual.has_method("set_helmet_closed"):
visual.set_helmet_closed(synced_helmet_closed)
visual.update_state(sm.current_state, h_speed, sm.input_crouch)
if visual.has_method("set_dancing"):
visual.set_dancing(synced_is_dancing, synced_dance_index)
if visual.has_method("set_grapple_target") and sm.current_state == "grapple":
visual.set_grapple_target(synced_grapple_point, velocity)
_update_jet_vfx(sm.current_state, _local_move_dir())
# Publish state for remote peers
synced_movement_state = sm.current_state
synced_movement_speed = Vector2(velocity.x, velocity.z).length()
synced_is_crouching = sm.input_crouch
synced_wall_side = sm.wall_side
synced_position = position
synced_velocity = velocity
## Movement direction relative to facing: x = strafe (+right), y = forward
## (+forward). Derived from velocity so it works for local and remote players.
func _local_move_dir() -> Vector2:
var hspeed := Vector2(velocity.x, velocity.z).length()
if hspeed < 0.5:
return Vector2.ZERO
var local_vel := global_transform.basis.inverse() * velocity
return Vector2(local_vel.x / hspeed, -local_vel.z / hspeed)
## Whether the local player's active weapon is aiming down sights.
func _read_ads() -> bool:
if not is_instance_valid(camera):
return false
var wman = camera.get_node_or_null("WeaponManager")
if wman and "active_slot" in wman and wman.weapons.has(wman.active_slot):
var w = wman.weapons[wman.active_slot]
if w and "is_ads" in w:
return w.is_ads
return false
func _on_movement_event(ev: String, data: Dictionary) -> void:
if ev == "chain_updated":
chain_updated.emit(data.count, data.bonus)
elif ev == "grapple_shoot":
grapple_shoot_player.play()
elif ev == "grapple_latch":
grapple_latch_player.play()
elif ev == "dash":
_speedline_burst = 1.0
elif ev == "double_jump":
_trigger_action("double_jump")
if is_instance_valid(_jet_vfx):
_jet_vfx.burst_double_jump()
elif ev == "land":
if land_player:
var heavy: bool = data.get("heavy", false)
land_player.pitch_scale = (0.8 if heavy else 1.0) * randf_range(0.95, 1.05)
land_player.volume_db = 2.0 if heavy else -3.0
land_player.play()
func _process(delta: float) -> void:
# Remote players: interpolate toward the owner's synced transform and
# apply synced movement state to their visual model
if not is_multiplayer_authority():
if synced_loadout_ready and not has_meta("remote_weapons_built"):
set_meta("remote_weapons_built", true)
var wman = camera.get_node_or_null("WeaponManager")
if wman and wman.has_method("_build_remote_loadout"):
wman._build_remote_loadout(synced_loadout_p1, synced_loadout_p2, synced_loadout_sp, synced_loadout_melee)
# Skin can arrive/change after spawn — rebuild the model when it does
if synced_skin_id != _applied_skin_id:
_apply_skin_model(synced_skin_id)
# Snapshot interpolation: chase the owner's last known position with a
# little velocity extrapolation so fast targets stay accurate between
# packets. Snap on big desyncs (respawn/teleport).
if not is_dead and synced_position != Vector3.ZERO:
var target := synced_position + synced_velocity * NET_EXTRAPOLATION
if position.distance_to(target) > NET_SNAP_DISTANCE:
position = target
else:
position = position.lerp(target, 1.0 - exp(-NET_LERP_RATE * delta))
velocity = synced_velocity
var visual = get_visual_model()
if visual:
if visual.has_method("set_locomotion"):
var d := _local_move_dir()
visual.set_locomotion(d.x, d.y, 1.0 if synced_is_ads else 0.0)
if visual.has_method("set_wall_side"):
visual.set_wall_side(synced_wall_side)
if visual.has_method("set_wall_glide_motion"):
visual.set_wall_glide_motion(synced_velocity)
elif visual.has_method("set_wall_run_motion"):
visual.set_wall_run_motion(synced_velocity)
if visual.has_method("set_helmet_closed"):
visual.set_helmet_closed(synced_helmet_closed)
visual.update_state(
synced_movement_state,
synced_movement_speed,
synced_is_crouching,
)
_update_jet_vfx(synced_movement_state, _local_move_dir())
if visual.has_method("set_dancing"):
visual.set_dancing(synced_is_dancing, synced_dance_index)
if visual.has_method("set_grapple_target") and synced_movement_state == "grapple":
visual.set_grapple_target(
synced_grapple_point, synced_velocity)
# Upper body follows the owner's synced camera pitch
if visual.has_method("set_aim_pitch") and head_pivot:
visual.set_aim_pitch(head_pivot.rotation.x)
# Replayed one-shot actions (reload, grenade throw)
if visual.has_method("play_action") and synced_action_seq != _last_action_seq:
_last_action_seq = synced_action_seq
visual.play_action(synced_action)
if synced_action == "double_jump" and is_instance_valid(_jet_vfx):
_jet_vfx.burst_double_jump()
# Check for weapon changes
if synced_weapon_path != "" and synced_weapon_path != visual.get_meta("current_weapon_path", ""):
visual.set_weapon(synced_weapon_path)
visual.set_meta("current_weapon_path", synced_weapon_path)
# Positional footsteps for remote players (their movement states don't
# run here). Occlusion via AudioManager makes them read through walls
# correctly — the classic "someone's above me on the wooden platform".
if not is_dead and synced_movement_state == "ground" and synced_movement_speed > 1.0:
_remote_footstep_timer -= delta
if _remote_footstep_timer <= 0.0:
var am = get_tree().root.get_node_or_null("AudioManager")
var event := surface_event("footstep")
if am and am.has_sound(event):
am.play_3d(event, global_position + Vector3(0, -0.8, 0),
-4.0, lerpf(0.96, 1.04,
clampf(synced_movement_speed / 14.0, 0.0, 1.0)))
_remote_footstep_timer = maxf(0.2, 3.0 / synced_movement_speed)
else:
_remote_footstep_timer = 0.0
return
# Local third-person model: aim pitch + reload one-shot (also broadcast
# to remote peers via the synced action counter)
var lvisual = get_visual_model()
if lvisual:
if lvisual.has_method("set_aim_pitch") and head_pivot:
lvisual.set_aim_pitch(head_pivot.rotation.x)
var lw = _active_weapon()
var now_reloading: bool = lw != null and "reloading" in lw and lw.reloading
if now_reloading and not _was_reloading:
_trigger_action("reload")
_was_reloading = now_reloading
# Shot kick on our OWN third-person model. server_play_fire_effects
# only fires for REMOTE shooters, so without this the owner sees no
# recoil at all in third person. Detect it from the ammo counter.
var ammo_now: int = -1
if lw:
if "current_ammo" in lw:
ammo_now = lw.current_ammo
elif "shells" in lw:
ammo_now = lw.shells
if ammo_now >= 0 and _last_local_ammo >= 0 and ammo_now < _last_local_ammo \
and lvisual.has_method("add_gun_recoil"):
lvisual.add_gun_recoil()
_last_local_ammo = ammo_now
# Vitals are pushed (the controller owns health and shield); ammo, the
# reticle bloom and the reload ring are pulled by the HUD from the weapon,
# which is the authority on all three.
if is_instance_valid(_hud):
_hud.set_vitals(health, max_health, shield, max_shield)
if is_multiplayer_authority() and not is_dead:
if is_holding_grenade and grenades > 0:
_draw_trajectory()
elif is_instance_valid(trajectory_mesh):
trajectory_mesh.visible = false
if is_dead:
# Continuously follow the ragdoll torso
if is_instance_valid(ragdoll_instance) and is_instance_valid(camera):
var torso = ragdoll_instance.torso_body
if is_instance_valid(torso) and ragdoll_instance.has_meta("spring_arm"):
var spring_arm = ragdoll_instance.get_meta("spring_arm")
if is_instance_valid(spring_arm):
# Follow torso position exactly to avoid lerp bobbing
spring_arm.global_position = torso.global_position
if death_screen and death_screen.visible:
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")):
_on_respawn_pressed()
return
# Shield recharge logic
time_since_last_damage += delta
if time_since_last_damage >= 5.0 and shield < max_shield:
shield += 20.0 * delta
if shield > max_shield:
shield = max_shield
## Build the first-person HUD.
##
## Everything it draws lives in ui/player_hud.gd now. This used to be 105 lines
## of stock ProgressBars and a plain-black death screen inlined here, which is
## why none of it shared the game's look: a HUD assembled inside a 1500-line
## movement controller is a HUD nobody styles.
func _setup_hud() -> void:
# Match state (timer, score, killfeed, scoreboard) is a separate overlay and
# is deliberately not part of the player's own HUD.
if is_multiplayer_authority():
var match_hud_scene = load("res://ui/match_hud.tscn")
if match_hud_scene:
add_child(match_hud_scene.instantiate())
_hud = PlayerHUD.new()
_hud.name = "PlayerHUD"
_hud.player = self
add_child(_hud)
# The emote dial rides on the HUD's canvas, above the viewmodel.
_emote_wheel = EmoteWheel.new()
_emote_wheel.name = "EmoteWheel"
_hud.add_child(_emote_wheel)
# The controller still owns these two — it toggles the death screen on death
# and the ring is read by the reload logic — so keep the references it had.
death_screen = _hud.death_screen
reload_ring = _hud.reload_ring
_hud.set_vitals(health, max_health, shield, max_shield)
func die(impulse: Vector3 = Vector3.ZERO) -> void:
if is_dead: return
is_dead = true
# Return to first person so the toggle state doesn't fight the death cam.
if is_multiplayer_authority() and third_person:
set_third_person(false)
# Disable movement state machine inputs
if _machine:
_machine.process_mode = Node.PROCESS_MODE_DISABLED
# Hide old animated model
var humanoid = get_node_or_null("HumanoidModel")
if humanoid:
humanoid.visible = false
var skinned = get_node_or_null("SkinnedModel")
if skinned:
skinned.visible = false
# Disable collision so player doesn't block bullets
var col = get_node_or_null("CollisionShape3D")
if col:
col.set_deferred("disabled", true)
# Spawn true physics ragdoll
death_count += 1
var ragdoll = load("res://characters/procedural_ragdoll.gd").new()
ragdoll.name = "Ragdoll_%s_%d" % [self.name, death_count]
ragdoll_instance = ragdoll
get_tree().current_scene.add_child(ragdoll)
ragdoll.global_transform = global_transform
ragdoll.build_ragdoll(Color(0.0, 0.75, 0.75)) # Miku teal — matches player 1 skin
# Wait a frame for physics to initialize then apply velocity
get_tree().create_timer(0.01).timeout.connect(_apply_ragdoll_velocity.bind(ragdoll, velocity, impulse))
# Move camera to 3rd person view using SpringArm3D
if is_instance_valid(camera):
# Hide the weapon manager so it isn't floating in front of the 3rd person camera
var wman = camera.get_node_or_null("WeaponManager")
if wman:
wman.visible = false
wman.process_mode = Node.PROCESS_MODE_DISABLED
var cam_trans = camera.global_transform
camera.get_parent().remove_child(camera)
# Determine fixed offset direction for camera to follow from
var back_dir = cam_trans.basis.z.normalized()
back_dir.y = 0 # Flatten it
if back_dir.length_squared() < 0.1:
back_dir = Vector3.BACK
else:
back_dir = back_dir.normalized()
var spring_arm = SpringArm3D.new()
spring_arm.name = "DeathSpringArm"
spring_arm.spring_length = 1.5
spring_arm.margin = 0.5
# Give it collision capability against the world but ignore the ragdoll shapes
spring_arm.collision_mask = 1 # Environment mask
for child in ragdoll.get_children():
if child is CollisionObject3D:
spring_arm.add_excluded_object(child.get_rid())
get_tree().current_scene.add_child(spring_arm)
# Put the arm at the torso's current position
spring_arm.global_position = ragdoll.torso_body.global_position
# Calculate upper-right position
var right_dir = back_dir.cross(Vector3.UP).normalized()
if right_dir.length_squared() < 0.1:
right_dir = Vector3.RIGHT
# The vector only defines direction, length is controlled by spring_length
var desired_cam_pos = spring_arm.global_position + back_dir * 2.5 + right_dir * 1.5 + Vector3.UP * 1.5
# SpringArm3D extends along its local +Z axis.
# look_at() points the local -Z axis at the target.
# To point +Z at desired_cam_pos, we must look_at the OPPOSITE direction.
var opposite_dir = spring_arm.global_position + (spring_arm.global_position - desired_cam_pos)
spring_arm.look_at(opposite_dir, Vector3.UP)
spring_arm.add_child(camera)
# Since +Z points outwards to the camera, -Z points inwards to the torso.
# Camera3D natively looks down -Z. Setting rotation to ZERO makes it perfectly look at the torso!
camera.position = Vector3.ZERO
camera.rotation = Vector3.ZERO
ragdoll_instance.set_meta("spring_arm", spring_arm)
# Show death screen
if is_multiplayer_authority():
death_screen.visible = true
set_process_input(true)
func _apply_ragdoll_velocity(ragdoll, l_vel: Vector3, imp: Vector3) -> void:
if is_instance_valid(ragdoll) and ragdoll.has_method("apply_initial_velocities"):
ragdoll.apply_initial_velocities(l_vel, imp)
func _input(event: InputEvent) -> void:
if not is_multiplayer_authority(): return
if is_dead and death_screen and death_screen.visible:
if event is InputEventKey or event is InputEventMouseButton or event is InputEventJoypadButton:
if event.is_pressed() and not event.is_echo():
_on_respawn_pressed()
if not is_dead and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
if event.is_action_pressed("grenade") and grenades > 0:
is_holding_grenade = true
elif event.is_action_released("grenade") and is_holding_grenade:
is_holding_grenade = false
_throw_grenade()
func _draw_trajectory() -> void:
if not camera or not trajectory_mesh: return
trajectory_mesh.visible = true
var throw_speed = 20.0
var throw_up_speed = 5.0
var throw_vel = camera.global_transform.basis.z * -throw_speed + Vector3.UP * throw_up_speed + velocity
var gravity = 15.0 # Typical default
var current_pos = camera.global_position + camera.global_transform.basis.z * -0.5
var time_step = 0.05
var bounciness = 0.5
var space_state = get_world_3d().direct_space_state
for i in range(trajectory_mesh.multimesh.instance_count):
var t = Transform3D(Basis(), current_pos)
trajectory_mesh.multimesh.set_instance_transform(i, t)
var next_vel = throw_vel
next_vel.y -= gravity * time_step
var next_pos = current_pos + throw_vel * time_step
var query = PhysicsRayQueryParameters3D.create(current_pos, next_pos)
query.exclude = [get_rid()]
var hit = space_state.intersect_ray(query)
if hit:
current_pos = hit.position + hit.normal * 0.05
throw_vel = next_vel.bounce(hit.normal) * bounciness
else:
current_pos = next_pos
throw_vel = next_vel
## The local player's currently equipped weapon node (null if none).
func _active_weapon():
if not is_instance_valid(camera):
return null
var wman = camera.get_node_or_null("WeaponManager")
if wman and "active_slot" in wman and wman.weapons.has(wman.active_slot):
return wman.weapons[wman.active_slot]
return null
## Play a named one-shot on the local model and broadcast it to peers.
func _trigger_action(action: String) -> void:
synced_action = action
synced_action_seq += 1
var v = get_visual_model()
if v and v.has_method("play_action"):
v.play_action(action)
func _throw_grenade() -> void:
if grenades <= 0: return
grenades -= 1
_trigger_action("throw")
var throw_speed = 20.0
var throw_up_speed = 5.0
var throw_vel = camera.global_transform.basis.z * -throw_speed + Vector3.UP * throw_up_speed + velocity
var spawn_pos = camera.global_position + camera.global_transform.basis.z * -0.5
if multiplayer.has_multiplayer_peer() and not (multiplayer.multiplayer_peer is OfflineMultiplayerPeer):
server_spawn_grenade.rpc_id(1, spawn_pos, throw_vel)
else:
_spawn_grenade_local(spawn_pos, throw_vel, 1)
@rpc("any_peer", "call_local", "reliable")
func server_spawn_grenade(pos: Vector3, vel: Vector3) -> void:
if not multiplayer.is_server(): return
var id = multiplayer.get_remote_sender_id()
client_spawn_grenade.rpc(pos, vel, id)
@rpc("authority", "call_local", "reliable")
func client_spawn_grenade(pos: Vector3, vel: Vector3, owner_id: int) -> void:
_spawn_grenade_local(pos, vel, owner_id)
func _spawn_grenade_local(pos: Vector3, vel: Vector3, owner_id: int) -> void:
var g_scene = load("res://weapons/grenade_projectile.gd")
if not g_scene: return
var g = g_scene.new()
# Set position before adding to tree to avoid global_transform warning
g.position = pos
g.velocity = vel
var p = null
if owner_id == multiplayer.get_unique_id():
p = self
else:
var root = get_tree().current_scene
if root.has_node("Players/" + str(owner_id)):
p = root.get_node("Players/" + str(owner_id))
g.owner_player = p
get_tree().current_scene.add_child(g)
func _on_respawn_pressed() -> void:
if death_screen:
death_screen.visible = false
if multiplayer.is_server():
var spawn_pos = Vector3(randf_range(-5, 5), 5, randf_range(-5, 5))
rpc_respawn.rpc(spawn_pos)
else:
rpc_request_respawn.rpc_id(1)
var _last_respawn_request_time: float = 0.0
@rpc("any_peer", "call_local", "reliable")
func rpc_request_respawn() -> void:
if not multiplayer.is_server():
return
var sender_id = multiplayer.get_remote_sender_id()
if sender_id != 1 and sender_id != str(name).to_int():
return
var now = Time.get_ticks_msec() / 1000.0
if now - _last_respawn_request_time < 0.5:
return
_last_respawn_request_time = now
if is_dead:
var spawn_pos = Vector3(randf_range(-5, 5), 5, randf_range(-5, 5))
rpc_respawn.rpc(spawn_pos)
else:
# Deal 9999 damage to trigger the full death sequence locally and over the network
take_damage(9999, global_position, null, Vector3.ZERO)
@rpc("any_peer", "call_local", "reliable")
func rpc_respawn(spawn_pos: Vector3) -> void:
if is_dead:
is_dead = false
health = max_health
shield = max_shield
time_since_last_damage = 0.0
grenades = 2
is_holding_grenade = false
if is_instance_valid(ragdoll_instance):
if ragdoll_instance.has_meta("spring_arm"):
var sa = ragdoll_instance.get_meta("spring_arm")
if is_instance_valid(sa):
sa.queue_free()
ragdoll_instance.queue_free()
visible = true
process_mode = Node.PROCESS_MODE_INHERIT
# Restore camera parent
if is_instance_valid(camera) and is_instance_valid(head_pivot):
var p = camera.get_parent()
if p != head_pivot:
p.remove_child(camera)
head_pivot.add_child(camera)
camera.position = Vector3.ZERO
camera.rotation = Vector3.ZERO
# Re-enable movement state machine
if _machine:
_machine.process_mode = Node.PROCESS_MODE_INHERIT
# Re-enable collision
var col = get_node_or_null("CollisionShape3D")
if col:
col.set_deferred("disabled", false)
var visual_model = get_visual_model()
if visual_model:
visual_model.visible = true
var humanoid_model = get_node_or_null("HumanoidModel")
if humanoid_model and humanoid_model != visual_model:
humanoid_model.visible = not is_instance_valid(skinned_model)
# Everyone applies the broadcast spawn position; the owning peer also
# resets its synced transform so remotes snap instead of lerping across
# the map.
position = spawn_pos
velocity = Vector3.ZERO
if is_multiplayer_authority():
synced_position = spawn_pos
synced_velocity = Vector3.ZERO
# Local client resets UI and rebuilds weapons for their view
if is_multiplayer_authority():
if death_screen:
death_screen.visible = false
# Optional: reset weapons
var wman = camera.get_node_or_null("WeaponManager") if camera else null
if wman:
wman.visible = true
wman.process_mode = Node.PROCESS_MODE_INHERIT
var cv = wman.get("canvas_layer")
if cv:
cv.visible = true
if wman.has_method("_build_loadout"):
wman._build_loadout()