forked from unfa/liblast
Fixed weapon spread being different between puppets
parent
e476dd23fb
commit
a8c34bf896
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@ -27,17 +27,7 @@ var spread = spread_min
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#enum Trigger {TRIGGER_PRIMARY, TRIGGER_SECONDARY}
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@rpc(any, sync, reliable) func shoot():
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#spread = min (spread + spread_boost, spread_max)
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spread = min(spread + spread_boost, spread_max)
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var spread_offset = Vector3.ZERO
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spread_offset.x = randf_range(-1,1)
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spread_offset.y = randf_range(-1,1)
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spread_offset.z = randf_range(-1,1)
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spread_offset = spread_offset.normalized() * randf_range(spread_min, spread)
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@rpc(any, sync, reliable) func shoot(spread_offset:=Vector3.ZERO):
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var space_state = get_world_3d().direct_space_state
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@ -119,8 +109,17 @@ var spread = spread_min
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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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spread = min(spread + spread_boost, spread_max)
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var spread_offset = Vector3.ZERO
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rpc(&'shoot')
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spread_offset.x = randf_range(-1,1)
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spread_offset.y = randf_range(-1,1)
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spread_offset.z = randf_range(-1,1)
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spread_offset = spread_offset.normalized() * randf_range(spread_min, spread)
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rpc(&'shoot', spread_offset)
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# Called when the node enters the scene tree for the first time.
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func _ready():
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