fixed errors, implemented different weapons, code cleanup
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parent
de44ff2cce
commit
76b8dc3a17
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|
||||
</shininess>
|
||||
<reflective>
|
||||
<color> 0.5 0.5 0.5 1.0 </color>
|
||||
</reflective>
|
||||
<index_of_refraction>
|
||||
<float>1.2</float>
|
||||
</index_of_refraction>
|
||||
</blinn>
|
||||
<extra>
|
||||
<technique profile="FCOLLADA">
|
||||
</technique>
|
||||
<technique profile="GOOGLEEARTH">
|
||||
<double_sided>1</double_sided>
|
||||
</technique>
|
||||
</extra>
|
||||
</technique>
|
||||
</profile_COMMON>
|
||||
</effect>
|
||||
</library_effects>
|
||||
<library_materials>
|
||||
<material id="id-material-3" name="Material.002">
|
||||
<instance_effect url="#id-fx-2"/>
|
||||
</material>
|
||||
<material id="id-material-7" name="Material.001">
|
||||
<instance_effect url="#id-fx-6"/>
|
||||
</material>
|
||||
</library_materials>
|
||||
<library_geometries>
|
||||
<geometry id="id-mesh-4" name="Cube">
|
||||
<mesh>
|
||||
<source id="id-mesh-4-positions">
|
||||
<float_array id="id-mesh-4-positions-array" count="72"> 1.0 1.0 1.0 -1.0 1.0 1.0 -1.0 -1.0 1.0 1.0 -1.0 1.0 1.0 -1.0 -1.0 1.0 -1.0 1.0 -1.0 -1.0 1.0 -1.0 -1.0 -1.0 -1.0 -1.0 -1.0 -1.0 -1.0 1.0 -1.0 1.0 1.0 -1.0 1.0 -1.0 -1.0 1.0 -1.0 1.0 1.0 -1.0 1.0 -1.0 -1.0 -1.0 -1.0 -1.0 1.0 1.0 -1.0 1.0 1.0 1.0 1.0 -1.0 1.0 1.0 -1.0 -1.0 -1.0 1.0 -1.0 -1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 -1.0</float_array>
|
||||
<technique_common>
|
||||
<accessor source="#id-mesh-4-positions-array" count="24" stride="3">
|
||||
<param name="X" type="float"/>
|
||||
<param name="Y" type="float"/>
|
||||
<param name="Z" type="float"/>
|
||||
</accessor>
|
||||
</technique_common>
|
||||
</source>
|
||||
<source id="id-mesh-4-normals">
|
||||
<float_array id="id-mesh-4-normals-array" count="72"> 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0</float_array>
|
||||
<technique_common>
|
||||
<accessor source="#id-mesh-4-normals-array" count="24" stride="3">
|
||||
<param name="X" type="float"/>
|
||||
<param name="Y" type="float"/>
|
||||
<param name="Z" type="float"/>
|
||||
</accessor>
|
||||
</technique_common>
|
||||
</source>
|
||||
<source id="id-mesh-4-texcoord-0">
|
||||
<float_array id="id-mesh-4-texcoord-0-array" count="48"> 0.625 0.5 0.875 0.5 0.875 0.75 0.625 0.75 0.375 0.75 0.625 0.75 0.625 1.0 0.375 1.0 0.375 0.0 0.625 0.0 0.625 0.25 0.375 0.25 0.125 0.5 0.375 0.5 0.375 0.75 0.125 0.75 0.375 0.5 0.625 0.5 0.625 0.75 0.375 0.75 0.375 0.25 0.625 0.25 0.625 0.5 0.375 0.5</float_array>
|
||||
<technique_common>
|
||||
<accessor source="#id-mesh-4-texcoord-0-array" count="24" stride="2">
|
||||
<param name="S" type="float"/>
|
||||
<param name="T" type="float"/>
|
||||
</accessor>
|
||||
</technique_common>
|
||||
</source>
|
||||
<vertices id="id-mesh-4-vertices">
|
||||
<input semantic="POSITION" source="#id-mesh-4-positions"/>
|
||||
</vertices>
|
||||
<polygons count="6" material="id-trimat-5">
|
||||
<input semantic="VERTEX" source="#id-mesh-4-vertices" offset="0"/>
|
||||
<input semantic="NORMAL" source="#id-mesh-4-normals" offset="0"/>
|
||||
<input semantic="TEXCOORD" source="#id-mesh-4-texcoord-0" offset="0" set="0"/>
|
||||
<p> 0 1 2 3 </p>
|
||||
<p> 4 5 6 7 </p>
|
||||
<p> 8 9 10 11 </p>
|
||||
<p> 12 13 14 15 </p>
|
||||
<p> 16 17 18 19 </p>
|
||||
<p> 20 21 22 23 </p>
|
||||
</polygons>
|
||||
</mesh>
|
||||
</geometry>
|
||||
<geometry id="id-mesh-8" name="Cube.001">
|
||||
<mesh>
|
||||
<source id="id-mesh-8-positions">
|
||||
<float_array id="id-mesh-8-positions-array" count="72"> 1.0 1.0 1.0 -1.0 1.0 1.0 -1.0 -1.0 1.0 1.0 -1.0 1.0 1.0 -1.0 -1.0 1.0 -1.0 1.0 -1.0 -1.0 1.0 -1.0 -1.0 -1.0 -1.0 -1.0 -1.0 -1.0 -1.0 1.0 -1.0 1.0 1.0 -1.0 1.0 -1.0 -1.0 1.0 -1.0 1.0 1.0 -1.0 1.0 -1.0 -1.0 -1.0 -1.0 -1.0 1.0 1.0 -1.0 1.0 1.0 1.0 1.0 -1.0 1.0 1.0 -1.0 -1.0 -1.0 1.0 -1.0 -1.0 1.0 1.0 1.0 1.0 1.0 1.0 1.0 -1.0</float_array>
|
||||
<technique_common>
|
||||
<accessor source="#id-mesh-8-positions-array" count="24" stride="3">
|
||||
<param name="X" type="float"/>
|
||||
<param name="Y" type="float"/>
|
||||
<param name="Z" type="float"/>
|
||||
</accessor>
|
||||
</technique_common>
|
||||
</source>
|
||||
<source id="id-mesh-8-normals">
|
||||
<float_array id="id-mesh-8-normals-array" count="72"> 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 0.0 0.0 -1.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0 0.0 1.0 0.0</float_array>
|
||||
<technique_common>
|
||||
<accessor source="#id-mesh-8-normals-array" count="24" stride="3">
|
||||
<param name="X" type="float"/>
|
||||
<param name="Y" type="float"/>
|
||||
<param name="Z" type="float"/>
|
||||
</accessor>
|
||||
</technique_common>
|
||||
</source>
|
||||
<source id="id-mesh-8-texcoord-0">
|
||||
<float_array id="id-mesh-8-texcoord-0-array" count="48"> 0.625 0.5 0.875 0.5 0.875 0.75 0.625 0.75 0.375 0.75 0.625 0.75 0.625 1.0 0.375 1.0 0.375 0.0 0.625 0.0 0.625 0.25 0.375 0.25 0.125 0.5 0.375 0.5 0.375 0.75 0.125 0.75 0.375 0.5 0.625 0.5 0.625 0.75 0.375 0.75 0.375 0.25 0.625 0.25 0.625 0.5 0.375 0.5</float_array>
|
||||
<technique_common>
|
||||
<accessor source="#id-mesh-8-texcoord-0-array" count="24" stride="2">
|
||||
<param name="S" type="float"/>
|
||||
<param name="T" type="float"/>
|
||||
</accessor>
|
||||
</technique_common>
|
||||
</source>
|
||||
<vertices id="id-mesh-8-vertices">
|
||||
<input semantic="POSITION" source="#id-mesh-8-positions"/>
|
||||
</vertices>
|
||||
<polygons count="6" material="id-trimat-9">
|
||||
<input semantic="VERTEX" source="#id-mesh-8-vertices" offset="0"/>
|
||||
<input semantic="NORMAL" source="#id-mesh-8-normals" offset="0"/>
|
||||
<input semantic="TEXCOORD" source="#id-mesh-8-texcoord-0" offset="0" set="0"/>
|
||||
<p> 0 1 2 3 </p>
|
||||
<p> 4 5 6 7 </p>
|
||||
<p> 8 9 10 11 </p>
|
||||
<p> 12 13 14 15 </p>
|
||||
<p> 16 17 18 19 </p>
|
||||
<p> 20 21 22 23 </p>
|
||||
</polygons>
|
||||
</mesh>
|
||||
</geometry>
|
||||
</library_geometries>
|
||||
<library_visual_scenes>
|
||||
<visual_scene id="id-scene-1" name="scene">
|
||||
<node id="Cube" name="Cube" type="NODE">
|
||||
<matrix sid="transform"> 0.28390204906463623 0.0 0.30559131503105164 -0.016092630103230476 0.0 0.11151131987571716 0.0 0.0 -0.7800144553184509 0.0 0.1112261414527893 -0.06142665445804596 0.0 0.0 0.0 1.0 </matrix>
|
||||
<instance_geometry url="#id-mesh-4">
|
||||
<bind_material>
|
||||
<technique_common>
|
||||
<instance_material symbol="id-trimat-5" target="#id-material-3"/>
|
||||
</technique_common>
|
||||
</bind_material>
|
||||
</instance_geometry>
|
||||
</node>
|
||||
<node id="Cube.001" name="Cube.001" type="NODE">
|
||||
<matrix sid="transform"> 1.2125928401947021 0.0 0.0 -1.1341843605041504 0.0 0.12897871434688568 0.0 0.0 0.0 0.0 0.33654701709747314 0.5419423580169678 0.0 0.0 0.0 1.0 </matrix>
|
||||
<instance_geometry url="#id-mesh-8">
|
||||
<bind_material>
|
||||
<technique_common>
|
||||
<instance_material symbol="id-trimat-9" target="#id-material-7"/>
|
||||
</technique_common>
|
||||
</bind_material>
|
||||
</instance_geometry>
|
||||
</node>
|
||||
</visual_scene>
|
||||
</library_visual_scenes>
|
||||
<scene>
|
||||
<instance_visual_scene url="#id-scene-1" />
|
||||
</scene>
|
||||
</COLLADA>
|
|
@ -0,0 +1,34 @@
|
|||
[remap]
|
||||
|
||||
importer="scene"
|
||||
importer_version=1
|
||||
type="PackedScene"
|
||||
uid="uid://hf47u08p80fo"
|
||||
path="res://.godot/imported/pistoletto.dae-4af72fbdd439456c2e42ffc84bc67388.scn"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://models/pistoletto.dae"
|
||||
dest_files=["res://.godot/imported/pistoletto.dae-4af72fbdd439456c2e42ffc84bc67388.scn"]
|
||||
|
||||
[params]
|
||||
|
||||
nodes/root_type=""
|
||||
nodes/root_name=""
|
||||
nodes/apply_root_scale=true
|
||||
nodes/root_scale=1.0
|
||||
meshes/ensure_tangents=true
|
||||
meshes/generate_lods=true
|
||||
meshes/create_shadow_meshes=true
|
||||
meshes/light_baking=1
|
||||
meshes/lightmap_texel_size=0.2
|
||||
meshes/force_disable_compression=false
|
||||
skins/use_named_skins=true
|
||||
animation/import=true
|
||||
animation/fps=30
|
||||
animation/trimming=false
|
||||
animation/remove_immutable_tracks=true
|
||||
import_script/path=""
|
||||
_subresources={}
|
||||
gltf/naming_version=1
|
||||
gltf/embedded_image_handling=1
|
|
@ -1,9 +1,13 @@
|
|||
[gd_scene load_steps=5 format=3 uid="uid://b2jhgtduapovl"]
|
||||
[gd_scene load_steps=8 format=3 uid="uid://b2jhgtduapovl"]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/Player.gd" id="1_o6o4b"]
|
||||
[ext_resource type="PackedScene" uid="uid://cnu1vf8k5i3tv" path="res://models/pistol.tscn" id="2_nxbij"]
|
||||
[ext_resource type="PackedScene" uid="uid://caos4gg5cd6f6" path="res://models/ak_47.tscn" id="3_r56e3"]
|
||||
|
||||
[sub_resource type="CylinderMesh" id="CylinderMesh_hyaut"]
|
||||
|
||||
[sub_resource type="SphereMesh" id="SphereMesh_fp0bl"]
|
||||
|
||||
[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_yyp7b"]
|
||||
|
||||
[sub_resource type="CapsuleMesh" id="CapsuleMesh_jqfxo"]
|
||||
|
@ -27,6 +31,20 @@ transform = Transform3D(0.368235, 0, 0, 0, -4.37934e-08, -0.354994, 0, 1.00188,
|
|||
mesh = SubResource("CylinderMesh_hyaut")
|
||||
skeleton = NodePath("../..")
|
||||
|
||||
[node name="Hand" type="Node3D" parent="CharacterBody3D/Head/Camera"]
|
||||
transform = Transform3D(-4.37114e-08, 0, -1, 0, 1, 0, 1, 0, -4.37114e-08, 0.72454, -0.463491, -0.808041)
|
||||
|
||||
[node name="knife" type="MeshInstance3D" parent="CharacterBody3D/Head/Camera/Hand"]
|
||||
transform = Transform3D(0.16, 0, 0, 0, 0.16, 0, 0, 0, 0.16, 0, 0, 0)
|
||||
visible = false
|
||||
mesh = SubResource("SphereMesh_fp0bl")
|
||||
|
||||
[node name="pistol" parent="CharacterBody3D/Head/Camera/Hand" instance=ExtResource("2_nxbij")]
|
||||
visible = false
|
||||
|
||||
[node name="ak-47" parent="CharacterBody3D/Head/Camera/Hand" instance=ExtResource("3_r56e3")]
|
||||
visible = false
|
||||
|
||||
[node name="Nickname" type="Label3D" parent="CharacterBody3D/Head"]
|
||||
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.24983, 0)
|
||||
billboard = 1
|
||||
|
|
|
@ -1,5 +1,11 @@
|
|||
extends Node
|
||||
|
||||
var Weapons = {
|
||||
"knife" = 0,
|
||||
"pistol" = 1,
|
||||
"ak-47" = 2
|
||||
}
|
||||
|
||||
var client_settings
|
||||
var server_settings
|
||||
|
||||
|
|
|
@ -2,7 +2,7 @@ extends Node
|
|||
var player_script := preload("res://scripts/Player.gd")
|
||||
|
||||
var server_map
|
||||
|
||||
@onready var Weapons = GameData.Weapons
|
||||
var player_model = preload("res://models/player.tscn")
|
||||
var peer = ENetMultiplayerPeer.new()
|
||||
var settings
|
||||
|
@ -63,13 +63,11 @@ func _Peer_Connected(client_id):
|
|||
clients[client_id] = player_script.new().properties.duplicate()
|
||||
clients[client_id]["position"] = Vector3(0, 10, 0)
|
||||
clients[client_id]["internal_id"] = internal_id
|
||||
clients[client_id]["is_playable"] = false
|
||||
|
||||
var puppet = player_model.instantiate()
|
||||
var CB3D = puppet.find_child("CharacterBody3D")
|
||||
CB3D.set_is_playable(false)
|
||||
CB3D.set_internal_id(internal_id)
|
||||
CB3D.set_player_name("player" + str(internal_id))
|
||||
CB3D.set_nickname(clients[client_id]["nickname"])
|
||||
CB3D.set_properties(clients[client_id])
|
||||
|
||||
server_map.add_child(puppet)
|
||||
|
||||
|
@ -143,14 +141,28 @@ func shot(client_id):
|
|||
for checking_client_id in clients.keys():
|
||||
if (clients[checking_client_id]["internal_id"] == target_internal_id):
|
||||
target_client = clients[checking_client_id]
|
||||
var target_cb3d = find_cb3d_by_internal_id(internal_id)
|
||||
target_client["HP"] -= 10;
|
||||
var target_cb3d = find_cb3d_by_internal_id(target_internal_id)
|
||||
var target_client_id = int(clients.find_key(target_client))
|
||||
|
||||
if (target_client["HP"] == 0):
|
||||
target_cb3d.teleport.rpc_id(int(clients.find_key(target_client)), Vector3(0, 10, 0))
|
||||
var current_weapon = Weapons.find_key(client["current_weapon"])
|
||||
var damage = settings["game"]["weapons"][current_weapon]["damage"];
|
||||
|
||||
target_client["HP"] -= damage
|
||||
|
||||
if (target_client["HP"] <= 0):
|
||||
target_cb3d.teleport.rpc_id(target_client_id, Vector3(0, 10, 0))
|
||||
target_client["HP"] = 100
|
||||
target_cb3d.set_hp.rpc_id(int(clients.find_key(target_client)), target_client["HP"])
|
||||
target_cb3d.set_hp.rpc_id(target_client_id, target_client["HP"])
|
||||
|
||||
@rpc("reliable", "call_remote", "any_peer")
|
||||
func change_weapon(client_id, new_weapon):
|
||||
var client = clients[client_id]
|
||||
var internal_id = str(client["internal_id"])
|
||||
client["current_weapon"] = new_weapon
|
||||
var client_cb3d = find_cb3d_by_internal_id(internal_id)
|
||||
client_cb3d.change_weapon(new_weapon)
|
||||
send_everyone_except(client_id, [client_cb3d.change_weapon_puppet, internal_id, new_weapon])
|
||||
#client_cb3d.change_weapon_puppet.rpc_id(client_id, new_weapon)
|
||||
##########################################CLIENT#######################
|
||||
|
||||
var player
|
||||
|
@ -166,14 +178,9 @@ func set_character_properties(p):
|
|||
@rpc("authority", "reliable", "call_remote")
|
||||
func spawn_puppet(properties):
|
||||
var puppet = player_model.instantiate()
|
||||
var internal_id = int(properties["internal_id"])
|
||||
var CB3D = puppet.find_child("CharacterBody3D")
|
||||
CB3D.set_is_playable(false)
|
||||
CB3D.set_internal_id(internal_id)
|
||||
CB3D.set_player_name("player" + str(internal_id))
|
||||
CB3D.set_nickname(properties["nickname"])
|
||||
CB3D.set_ready(true)
|
||||
puppet.name = "player" + str(internal_id)
|
||||
properties["ready"] = true
|
||||
CB3D.set_properties(properties.duplicate())
|
||||
|
||||
current_map_instance.add_child(puppet)
|
||||
|
||||
|
@ -215,11 +222,11 @@ func _Connection_Succseeded():
|
|||
|
||||
var player_node = player_model.instantiate()
|
||||
var CB3D = player_node.find_child("CharacterBody3D")
|
||||
CB3D.set_is_playable(true)
|
||||
CB3D.set_internal_id(player["internal_id"])
|
||||
CB3D.set_player_name("player" + str(player["internal_id"]))
|
||||
CB3D.set_nickname(nickname)
|
||||
CB3D.set_ready(true)
|
||||
var properties = player_script.new().properties.duplicate()
|
||||
properties = player
|
||||
properties["is_playable"] = true
|
||||
properties["ready"] = true
|
||||
CB3D.set_properties(properties)
|
||||
|
||||
current_map_instance.add_child(player_node)
|
||||
await get_tree().create_timer(0.05).timeout # костыль
|
||||
|
|
|
@ -16,6 +16,8 @@ enum Class_type {
|
|||
Windows10 = -5
|
||||
}
|
||||
|
||||
var Weapons = GameData.Weapons
|
||||
|
||||
var properties = {
|
||||
HP = 100,
|
||||
AP = 100,
|
||||
|
@ -24,7 +26,8 @@ var properties = {
|
|||
is_playable = false,
|
||||
internal_id = 0,
|
||||
nickname = "Unnamed",
|
||||
ready = false
|
||||
ready = false,
|
||||
current_weapon = 0
|
||||
}
|
||||
|
||||
var speed = 0
|
||||
|
@ -34,6 +37,7 @@ var jump = 0
|
|||
var gravity = 0
|
||||
var game_settings
|
||||
var client_settings
|
||||
var current_weapon = Weapons["knife"]
|
||||
|
||||
@onready var head = $Head
|
||||
@onready var camera = $Head/Camera
|
||||
|
@ -41,25 +45,20 @@ var client_settings
|
|||
var HUD
|
||||
var healthBar
|
||||
|
||||
func set_ready(value):
|
||||
properties["ready"] = value;
|
||||
func set_properties(props):
|
||||
properties = props
|
||||
$"..".name = "player" + str(properties["internal_id"])
|
||||
|
||||
func set_player_name (n):
|
||||
$"..".name = n
|
||||
|
||||
func set_nickname (n):
|
||||
properties["nickname"] = n
|
||||
GameData.client_settings["nickname"] = n
|
||||
|
||||
func set_internal_id(id):
|
||||
print("Setting internal_id to " + str(id))
|
||||
properties["internal_id"] = id
|
||||
|
||||
func set_is_playable(value):
|
||||
properties["is_playable"] = value
|
||||
func change_weapon(new_weapon):
|
||||
var weapons = $"Head/Camera/Hand".get_children()
|
||||
for weapon in weapons:
|
||||
weapon.visible = false
|
||||
weapons[new_weapon].visible = true
|
||||
|
||||
func _ready():
|
||||
$"Head/Nickname".text = properties["nickname"]
|
||||
change_weapon(properties["current_weapon"])
|
||||
if (!properties["is_playable"]): return
|
||||
camera.make_current()
|
||||
var hud = load("res://scenes/hud.tscn").instantiate()
|
||||
|
@ -72,6 +71,15 @@ func _ready():
|
|||
|
||||
func _unhandled_input(event):
|
||||
if (!properties["is_playable"]): return
|
||||
|
||||
if Input.is_action_pressed("MWU"):
|
||||
properties["current_weapon"] = wrap(properties["current_weapon"] + 1, 0, Weapons.size())
|
||||
Networking.change_weapon.rpc_id(1, multiplayer.get_unique_id(), properties["current_weapon"])
|
||||
if Input.is_action_pressed("MWD"):
|
||||
properties["current_weapon"] = wrap(properties["current_weapon"] - 1, 0, Weapons.size())
|
||||
Networking.change_weapon.rpc_id(1, multiplayer.get_unique_id(), properties["current_weapon"])
|
||||
|
||||
change_weapon(properties["current_weapon"])
|
||||
if(event.is_action_pressed("shoot")):
|
||||
print(event.position)
|
||||
Networking.shot.rpc_id(1, multiplayer.get_unique_id())
|
||||
|
@ -127,6 +135,7 @@ func sync_puppet(i_id, p, rot):
|
|||
|
||||
@rpc ("authority", "call_remote", "reliable")
|
||||
func set_hp(hp):
|
||||
print("Got new hp" + str(hp))
|
||||
if (!properties["is_playable"]): return
|
||||
properties["HP"] = hp
|
||||
healthBar.value = properties["HP"]
|
||||
|
@ -145,3 +154,9 @@ func set_game_settings(s):
|
|||
@rpc ("authority", "call_remote", "reliable")
|
||||
func teleport(pos):
|
||||
$".".position = pos
|
||||
print("Teleporing to " + str(pos))
|
||||
|
||||
@rpc ("authority", "call_remote", "reliable")
|
||||
func change_weapon_puppet(i_id, new_weapon):
|
||||
if (int(i_id) == properties["internal_id"]):
|
||||
change_weapon(new_weapon)
|
||||
|
|
|
@ -10,6 +10,13 @@
|
|||
"jump": 12
|
||||
},
|
||||
"weapons": {
|
||||
"knife": {
|
||||
"damage": 50,
|
||||
"reload": 3,
|
||||
"magazine": 1,
|
||||
"fireFate": 3,
|
||||
"spreading": 0
|
||||
},
|
||||
"pistol": {
|
||||
"damage": 10,
|
||||
"reload": 2,
|
||||
|
|
Loading…
Reference in New Issue