diff --git a/entities/player/player.gd b/entities/player/player.gd index 42008e6..2dbb9a6 100644 --- a/entities/player/player.gd +++ b/entities/player/player.gd @@ -62,7 +62,7 @@ var _jumping = false func _ready(): energy_changed.connect(hud._on_energy_changed) - if _is_first_person(): + if _is_pawn(): health_component.health_changed.connect(hud._on_health_changed) camera.current = true camera.fov = _game_settings.fov @@ -79,7 +79,7 @@ func _ready(): input.jumped.connect(_jump) input.throwed_flag.connect(_throw_flag) -func _is_first_person(): +func _is_pawn(): return player_id == multiplayer.get_unique_id() func _fire_primary(): @@ -91,7 +91,7 @@ func _fire_primary(): weapon.transform = _original_weapon_transform weapon.fire_primary() weapon.transform = current_weapon_transform - if _is_first_person(): + if _is_pawn(): animation_player.stop() animation_player.play("shoot") @@ -137,7 +137,7 @@ func _process(_delta): return else: iff.show() - if not _is_first_person(): + if not _is_pawn(): $ThirdPerson/PlayerMesh.global_transform.basis = Basis.from_euler(Vector3(0.0, input.camera_rotation.x + PI, 0.0)) else: if animation_player.current_animation == "shoot": @@ -189,7 +189,7 @@ func _integrate_forces(_state): _jumping = false func _update_third_person_animations(): - if _is_first_person(): + if _is_pawn(): return var tp_player : Vanguard = $ThirdPerson/PlayerMesh @@ -211,14 +211,14 @@ func _is_player_dead(): func die(): player_state = PlayerState.PLAYER_DEAD - if _is_first_person(): + if _is_pawn(): animation_player.stop() animation_player.play("death") var tween = create_tween() tween.tween_interval(4) tween.tween_callback(func(): died.emit(self) - if _is_first_person(): + if _is_pawn(): animation_player.stop() ) flag_carry_component.drop()