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fixing-dea
Author | SHA1 | Date |
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unfa | 7e870a7f30 |
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@ -33,8 +33,8 @@ var impact_player = preload("res://Assets/Effects/ImpactBlood.tscn")
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if ray: # did we hit anything?
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if ray['collider'].has_method(&'damage'):
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if is_network_authority(): #get_tree().multiplayer.get_network_unique_id() == 1: # make sure this can only run on the server
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#print("SHOT HIT ", ray['collider'])
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if get_tree().multiplayer.get_network_unique_id() == 1: # make sure this can only run on the server
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print("SHOT HIT ", ray['collider'])
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ray['collider'].damage(20) # apply damage
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if main.player_list.get(ray['collider'].get_network_authority()).health <= 0: # if he ded
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ray['collider'].die(self.get_network_authority())
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@ -6,8 +6,8 @@ enum NetworkRole {NONE, CLIENT, SERVER, DEDICATED_SERVER, RELAY_SERVER}
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const NET_PORT = 12597
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const NET_SERVER = "liblast.unfa.xyz"
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#const NET_SERVER = "localhost"
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#const NET_SERVER = "liblast.unfa.xyz"
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const NET_SERVER = "localhost"
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var peer = ENetMultiplayerPeer.new()
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