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🐛 Fix network issues affecting flag and player movement
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parent
327ea8f707
commit
55b1ac4fa1
9 changed files with 34 additions and 33 deletions
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@ -32,18 +32,16 @@ func _process(_delta):
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_carried_flag.global_position = attachment.global_position
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_carried_flag.global_rotation = attachment.global_rotation
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@rpc("call_local")
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func _grab(flag : Flag):
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if not _is_carrying():
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flag.grab()
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_carried_flag = flag
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@rpc("call_local")
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func _drop(throw_speed : float):
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func _release(inherited_velocity : Vector3, throw_speed : float):
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if _is_carrying():
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_carried_flag.drop()
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_carried_flag.rotation_degrees.x = 0.0
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_carried_flag.linear_velocity = attachment.global_basis.z * throw_speed
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_carried_flag.linear_velocity = inherited_velocity + (attachment.global_basis.z * throw_speed)
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_carried_flag = null
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func _is_carrying() -> bool:
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@ -51,10 +49,10 @@ func _is_carrying() -> bool:
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func _sensor_on_body_entered(collider):
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if collider is Flag:
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_grab.rpc(collider)
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_grab(collider)
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func drop():
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_drop.rpc(0.0)
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_release(Vector3.ZERO, 0.0)
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func throw():
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_drop.rpc(max_throw_speed)
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func throw(inherited_velocity : Vector3):
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_release(inherited_velocity, max_throw_speed)
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