forked from unfa/liblast
Changed what is called via rpc on death. Now die() is called via rpc on all instances of Player's node, instead of previously destroy_player() being called this way for ma single die() call on a killer's local Player puppet
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614d6a3b80
commit
36343d2d92
3 changed files with 30 additions and 17 deletions
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@ -127,7 +127,11 @@ func _input(event) -> void:
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if not input_active:
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return
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assert(is_multiplayer_authority() == true, "input_active is true, even though the node is not multiplayer_authority")
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#assert(is_multiplayer_authority() == true, "input_active is true, even though the node is not multiplayer_authority")
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if is_multiplayer_authority() == false:
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print("Input is active, but we're not the authority. WTF?!")
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input_active = false
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return
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if Input.is_action_just_pressed("view_zoom"):
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# tween.remove_all()
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@ -167,7 +171,12 @@ func _process(delta):
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if not input_active:
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return
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assert(is_multiplayer_authority() == true, "input_active is true, even though the node is not multiplayer_authority")
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#assert(is_multiplayer_authority() == true, "input_active is true, even though the node is not multiplayer_authority")
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if is_multiplayer_authority() == false:
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print("input_active is true, while we're not the authority. WTF?")
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input_active = false
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return
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if view_zoom_direction and view_zoom < view_zoom_target:
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view_zoom = min(view_zoom_target, view_zoom + delta * 4)
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@ -179,18 +188,19 @@ func damage(hp: int):
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var target = main.player_list.players[self.get_multiplayer_authority()]
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target.health -= hp
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func die(killer_pid: int):
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@rpc(any, nosync, reliable) func die(killer_pid: int):
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var gibs = gibs_vfx.instantiate()
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get_tree().root.add_child(gibs)
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gibs.global_transform = self.global_transform#
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gibs.global_transform = self.global_transform
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#if get_tree().get_rpc_sender_id() != get_multiplayer_authority():
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# print ("Death requested by a non-master. Ignoring")
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# return
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main.rpc(&'destroy_player', self.get_multiplayer_authority())
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#main.rpc(&'destroy_player', self.get_multiplayer_authority())
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main.destroy_player(self.get_multiplayer_authority())
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#main.chat.rpc(&'chat_notification', "Player [/i][b][color=" + main.player_list.players[self.get_multiplayer_authority()].color.to_html() + "]" + main.player_list.players[self.get_multiplayer_authority()].name + "[/color][/b][i] was killed by " + main.player_list.players[killer_pid].name )
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main.chat.chat_notification("Player [/i][b][color=" + main.player_list.players[self.get_multiplayer_authority()].color.to_html() + "]" + main.player_list.players[self.get_multiplayer_authority()].name + "[/color][/b][i] was killed by " + main.player_list.players[killer_pid].name )
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main.chat.rpc(&'chat_notification', "Player [/i][b][color=" + main.player_list.players[self.get_multiplayer_authority()].color.to_html() + "]" + main.player_list.players[self.get_multiplayer_authority()].name + "[/color][/b][i] was killed by " + main.player_list.players[killer_pid].name )
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#queue_free()
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func update_player(info) -> void:
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@ -19,7 +19,7 @@ var impact_player = preload("res://Assets/Effects/ImpactBlood.tscn")
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#enum Trigger {TRIGGER_PRIMARY, TRIGGER_SECONDARY}
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@rpc(sync) func shoot():
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@rpc(any, sync, reliable) func shoot():
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#print("SHOOT from PID ", get_tree().multiplayer.get_multiplayer_unique_id(), " controlled by ", player.get_multiplayer_authority())
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var space_state = get_world_3d().direct_space_state
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@ -39,7 +39,7 @@ var impact_player = preload("res://Assets/Effects/ImpactBlood.tscn")
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#print("SHOT HIT ", ray['collider'])
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ray['collider'].damage(20) # apply damage
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if main.player_list.get(ray['collider'].get_multiplayer_authority()).health <= 0: # if he ded
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ray['collider'].die(self.get_multiplayer_authority())
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ray['collider'].rpc(&'die', self.get_multiplayer_authority())
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main.player_list.players[player.get_multiplayer_authority()].score += 1 # give the killer a point
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main.rpc(&'player_list_update', main.player_list.get(player.get_multiplayer_authority()).serialize(), player.get_multiplayer_authority())
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@ -63,9 +63,8 @@ var impact_player = preload("res://Assets/Effects/ImpactBlood.tscn")
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#print(ray)
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@rpc(sync, auth) func trigger(index: int, active: bool) -> void:
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func trigger(index: int, active: bool) -> void:
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#print("Weapon " + str(name) + ", Trigger " + str(index) + ", active: " + str(active))
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if index == 0 and active and $Handgun/AnimationPlayer.is_playing() == false:
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rpc(&'shoot')
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16
Game/Main.gd
16
Game/Main.gd
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@ -203,16 +203,20 @@ func push_local_player_info(): #
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rpc(&'player_list_update', player_list.get(id).serialize(), get_tree().multiplayer.get_unique_id())
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@rpc(sync,auth,reliable) func destroy_player(pid: int):
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assert($Players.has_node(str(pid)), "Attempting to destroy a player that does not exist")
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@rpc func destroy_player(pid: int):
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print("DESTROY_PLAYER called on ", get_tree().multiplayer.get_unique_id(), " by ", get_tree().multiplayer.get_remote_sender_id(), " regarding ", pid)
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var player_node = $Players.get_node(str(pid))
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#assert($Players.has_node(str(pid)), "Attempting to destroy a player that does not exist")
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var player_node
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if not player_node: # TODO find the reason for hitting the assert - thsi is a temporary workaround
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if $Players.has_node(str(pid)):
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player_node = $Players.get_node(str(pid))
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else:
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print("Destroying a player node that's not there")
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return
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assert(player_node != null, "Attempting to delete a player node that does not exist")
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#assert(player_node != null, "Attempting to delete a player node that does not exist")
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player_node.name = str(player_node.name) + "_dead" # avoids name collision when instancing another player scene
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player_node.queue_free()
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