Fixed players not being their own network master when joining a spectator host

godot4-port
Jan 2020-10-05 16:34:44 +02:00
parent 2cc72db9f6
commit df25e99f04
3 changed files with 3 additions and 5 deletions

View File

@ -12,7 +12,6 @@ export(int) var MaxRoundsInClip = 10
export(int) var Clips = 1
export(int) var MaxClips = 4
onready var camera = get_parent().get_parent()
onready var player = get_parent().get_parent().get_parent()
onready var ejector = find_node("Ejector")
@ -64,6 +63,7 @@ func shoot(camera):
if hit is preload("res://Player.gd"):
emit_signal("damage_dealt")
print(player.get_network_master())
else:
rpc("dry_fire")
@ -121,7 +121,8 @@ remote func compute_bullet_flyby():
var from = global_transform.xform(Vector3())
var to = global_transform.xform(Vector3(-1000, 0, 0))
local_player.on_bullet_flyby(from, to)
if local_player:
local_player.on_bullet_flyby(from, to)
func reload():
rpc("play_reload_animation")

View File

@ -258,8 +258,6 @@ func join_game():
var player_data = get_player_data()
set_network_master(1)
rpc("set_player_data", player_data)
func on_player_added(player):

View File

@ -174,7 +174,6 @@ func _physics_process(delta):
rset("translation", translation)
master func on_hit(damage, location):
set_health(health - 30)
rpc("blood_splatter", location)