Remved unused old player profile code from main

remotes/1705725415861086127/tmp_refs/heads/main
unfa 2021-09-25 18:28:05 +02:00
parent 6331d6aa0a
commit 3ac920d495
1 changed files with 4 additions and 29 deletions

View File

@ -73,7 +73,7 @@ const reset_delay = 10 # seconds
var spawn_queue = {}
var reset_at = -1
var game_score_limit = 10
var game_score_limit = 2 #15
const destroy_free_player_crash_workaround = true
@ -414,7 +414,6 @@ func _server_disconnected() -> void:
func _ready() -> void:
hud.hide() # start in the menu
#peer.compression_mode = NetworkedMultiplayerENet.COMPRESS_ZSTD
print("Commandline arguments: ", OS.get_cmdline_args())
get_tree().multiplayer.connect("peer_connected", self._player_connected)
@ -426,34 +425,10 @@ func _ready() -> void:
if OS.get_cmdline_args().has("dedicated_server"):
start_dedicated_server()
func _on_TextEdit_text_submitted(new_text):
player_list.players[get_tree().multiplayer.get_unique_id()].name = new_text
push_local_player_info()
#chat_announcement("Player " + old_name + " is now known as " + new_name)
func change_player_color(color):
_on_ColorPickerButton_color_changed(color)
func _on_ColorPickerButton_color_changed(color):
player_list.players[get_tree().multiplayer.get_unique_id()].color = color
push_local_player_info()
#local_player.rpc(&'set_color', color)
func _on_CheckButton_toggled(button_pressed):
AudioServer.set_bus_mute(0, button_pressed)
func _on_Button_pressed():
destroy_player(get_tree().multiplayer.get_unique_id())
### sound preloads to force Godot to pakcage theh in game exports (this is a bug workaround)
#var required_sounds = [ null,
# preload("res://Assets/SFX/Player_Death_01.wav"),
# preload("res://Assets/SFX/Player_Death_02.wav"),
# preload("res://Assets/SFX/Player_Pain_01.wav"),
# preload("res://Assets/SFX/Player_Pain_02.wav"),
# preload("res://Assets/SFX/Player_Pain_03.wav"),
# ]
if get_tree().multiplayer.has_multiplayer_peer():
player_list.players[get_tree().multiplayer.get_unique_id()].color = color
push_local_player_info()