Fix error on bullet flyby

remotes/1705382094874458415/tmp_refs/heads/godot4-port
Jan Heemstra 2020-09-25 23:25:13 +02:00
parent 3bda9b8cff
commit eb4423d184
2 changed files with 3 additions and 16 deletions

View File

@ -21,20 +21,6 @@ onready var muzzle = find_node("Muzzle")
var casing = preload("res://Assets/Weapons/Handgun/Casing.tscn")
var tracer = preload("res://Assets/Effects/BulletTracer.tscn")
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
#func _ready():
#sound_shoot.global_transform = camera.get_global_transform()
# Called every frame. 'delta' is the elapsed time since the previous frame.
#func _process(delta):
# pass
func shoot():
rpc("show_muzzle_flash")
rpc("show_tracer")
@ -73,10 +59,10 @@ sync func spawn_casing():
get_tree().root.call_deferred("add_child", casing_instance)
remote func compute_bullet_flyby():
var player = get_tree().root.get_node("Game").local_player
var local_player = get_tree().root.get_node("Game").local_player
var transform = find_node("Muzzle").global_transform
var from = transform.xform(Vector3())
var to = transform.xform(Vector3(-1000, 0, 0))
player.on_bullet_flyby(from, to)
local_player.on_bullet_flyby(from, to)

View File

@ -186,6 +186,7 @@ sync func check_players(player_names):
player.camera.current = true
player.set_network_master(get_tree().get_network_unique_id())
local_player = player
func add_player(id, check=true):
var player = player_scene.instance()