forked from unfa/liblast
Fixed networking signals and weapon.gd rpc settings
parent
483bf94e4e
commit
cbf16c9968
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@ -17,7 +17,7 @@ var impact_player = preload("res://Assets/Effects/ImpactPlayer.tscn")
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#enum Trigger {TRIGGER_PRIMARY, TRIGGER_SECONDARY}
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@rpc func shoot():
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@rpc(sync) func shoot():
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#print("SHOOT from PID ", get_tree().multiplayer.get_network_unique_id(), " controlled by ", player.get_network_authority())
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var space_state = get_world_3d().direct_space_state
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@ -54,7 +54,7 @@ var impact_player = preload("res://Assets/Effects/ImpactPlayer.tscn")
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#print(ray)
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@rpc func trigger(index: int, active: bool) -> void:
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@rpc(sync, auth) 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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10
Game/Main.gd
10
Game/Main.gd
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@ -303,11 +303,11 @@ func _ready() -> void:
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#peer.compression_mode = NetworkedMultiplayerENet.COMPRESS_ZSTD
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print("Commandline arguments: ", OS.get_cmdline_args())
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get_tree().connect("network_peer_connected", self._player_connected)
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get_tree().connect("network_peer_disconnected", self._player_disconnected)
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get_tree().connect("connected_to_server", self._connected_ok)
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get_tree().connect("connection_failed", self._connected_fail)
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get_tree().connect("server_disconnected", self._server_disconnected)
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get_tree().multiplayer.connect("network_peer_connected", self._player_connected)
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get_tree().multiplayer.connect("network_peer_disconnected", self._player_disconnected)
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get_tree().multiplayer.connect("connected_to_server", self._connected_ok)
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get_tree().multiplayer.connect("connection_failed", self._connected_fail)
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get_tree().multiplayer.connect("server_disconnected", self._server_disconnected)
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if OS.get_cmdline_args().has("dedicated_server"):
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start_dedicated_server()
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