Fixed weapon spread being different between puppets

main
unfa 2021-09-26 02:38:11 +02:00
parent e476dd23fb
commit a8c34bf896
1 changed files with 11 additions and 12 deletions

View File

@ -27,17 +27,7 @@ var spread = spread_min
#enum Trigger {TRIGGER_PRIMARY, TRIGGER_SECONDARY}
@rpc(any, sync, reliable) func shoot():
#spread = min (spread + spread_boost, spread_max)
spread = min(spread + spread_boost, spread_max)
var spread_offset = Vector3.ZERO
spread_offset.x = randf_range(-1,1)
spread_offset.y = randf_range(-1,1)
spread_offset.z = randf_range(-1,1)
spread_offset = spread_offset.normalized() * randf_range(spread_min, spread)
@rpc(any, sync, reliable) func shoot(spread_offset:=Vector3.ZERO):
var space_state = get_world_3d().direct_space_state
@ -119,8 +109,17 @@ var spread = spread_min
func trigger(index: int, active: bool) -> void:
#print("Weapon " + str(name) + ", Trigger " + str(index) + ", active: " + str(active))
if index == 0 and active and $Handgun/AnimationPlayer.is_playing() == false:
spread = min(spread + spread_boost, spread_max)
var spread_offset = Vector3.ZERO
rpc(&'shoot')
spread_offset.x = randf_range(-1,1)
spread_offset.y = randf_range(-1,1)
spread_offset.z = randf_range(-1,1)
spread_offset = spread_offset.normalized() * randf_range(spread_min, spread)
rpc(&'shoot', spread_offset)
# Called when the node enters the scene tree for the first time.
func _ready():