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https://gitlab.com/open-fpsz/open-fpsz.git
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Fix
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parent
a32fb53393
commit
8704b72a06
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@ -48,7 +48,6 @@ enum PlayerState { PLAYER_ALIVE, PLAYER_DEAD }
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@onready var spring_arm_height : float = $Smoothing/SpringArm3D.position.y
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@onready var _original_weapon_transform : Transform3D = weapon.transform
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@onready var tp_player : Vanguard = $Smoothing/ThirdPerson/PlayerMesh
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@onready var _game_settings : Settings = get_node("/root/GlobalSettings")
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@onready var jetpack_particles : Array = $Smoothing/ThirdPerson/PlayerMesh/JetpackFX.get_children()
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@onready var match_participant_component : MatchParticipantComponent = $MatchParticipantComponent
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@ -17,13 +17,13 @@ func _on_multiplayer_pressed() -> void:
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%SettingsPanelContainer.hide()
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%MainPanelContainer.hide()
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%MultiplayerPanelContainer.show()
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func _on_settings_pressed() -> void:
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%MultiplayerPanelContainer.hide()
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%MultiplayerPanelContainer.tab_container.current_tab = 0
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%SettingsPanelContainer.show()
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%MainPanelContainer.hide()
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func _on_quit_pressed() -> void:
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get_tree().quit()
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10
main.tscn
10
main.tscn
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@ -36,10 +36,10 @@ func _ready() -> void:
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$BootMenu.start_demo.connect(_start_demo)
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$BootMenu/MultiplayerPanelContainer.start_server.connect(_start_server)
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$BootMenu/MultiplayerPanelContainer.join_server.connect(_join_server)
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# do not set initial window mode for debug build
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# do not set initial window mode for debug build
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if not OS.is_debug_build():
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DisplayServer.window_set_mode(Settings.get_value(\"video\", \"window_mode\"))
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func _unhandled_input(event : InputEvent) -> void:
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if event.is_action_pressed(\"exit\"):
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# reset game mode
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@ -73,14 +73,14 @@ func _start_server(port : int, nickname : String) -> void:
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mode.start_server({
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\"port\": port,
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\"nickname\": nickname,
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\"map\": maps[clamp($BootMenu/Multiplayer.map_selector.selected, 0, len(maps))]
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\"map\": maps[clamp($BootMenu/MultiplayerPanelContainer.map_selector.selected, 0, len(maps))]
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})
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$BootMenu.hide()
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func _join_server(host : String, port : int, nickname : String) -> void:
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mode = MULTIPLAYER.instantiate()
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mode.connected_to_server.connect($BootMenu/Multiplayer._on_connected_to_server)
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mode.connection_failed.connect($BootMenu/Multiplayer._on_connection_failed)
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mode.connected_to_server.connect($BootMenu/MultiplayerPanelContainer._on_connected_to_server)
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mode.connection_failed.connect($BootMenu/MultiplayerPanelContainer._on_connection_failed)
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mode.join_server(host, port, nickname)
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"
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