Trying to fix broked death.

godot4-port
unfa 2020-09-26 02:07:35 +02:00
parent f9c8ccaf35
commit bf5d5a0be8
1 changed files with 17 additions and 2 deletions

View File

@ -174,11 +174,23 @@ remote func blood_splatter(location):
effect.global_transform.origin = location
master func kill():
if is_dead:
return
#print ("kill")
is_dead = true
#print ("set as dead")
health = 0
#print ("health:", health)
$CollisionShapeBody.disabled = true
$CollisionShapeFeet.disabled = true
#print ("collision disabled")
# spawn gibs
var gibs = $Player/Gibs.duplicate()
@ -186,13 +198,16 @@ master func kill():
gibs.global_transform = global_transform
gibs.show()
#print ("gibs spawned")
# enable the ragdoll colliders
for i in gibs.get_children():
i.get_child(1).disabled = false
# Respawn timer
#print ("gibs enabled")
is_dead = true
# Respawn timer
#print ("set as dead")
$MeshInstance.hide()
$Camera/Hand.hide()
$CrosshairContainer.hide()