Fixed incorrect trasform after respawn causing renderer to collapse and other stuff too
parent
2b0523b1c9
commit
f3fd5de171
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@ -358,6 +358,7 @@ func _process(delta):
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$Head/Camera.position.y = 0
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$Head/Camera.rotation.z = 0
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jetpack_fuel = jetpack_tank
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@rpc(any_peer, call_local, reliable) func die(killer_pid: int):
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var gibs = gibs_vfx.instantiate()
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@ -384,8 +385,8 @@ func _process(delta):
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$Head/Camera.rotation.z = -20
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jetpack_active = false
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view_zoom_target = .0
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view_zoom = 0
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view_zoom_target = 1.0
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view_zoom = 1
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#queue_free()
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@ -461,7 +462,7 @@ func _physics_process(delta):
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$Head/Camera/Hand/Weapon.transform.origin.y -= motion_velocity.y * delta / 60
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if Input.is_action_just_pressed("move_jump") and is_on_floor():
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var tween = create_tween()
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# var tween = create_tween()
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$Head/Camera/Hand/Weapon.transform.origin.y -= 0.025
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#$Head/Camera/Hand/Weapon.transform.origin.y -= 0.05
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@ -485,7 +486,7 @@ func _physics_process(delta):
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previously_on_floor = is_on_floor()
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lagging_movement_velocity.lerp(motion_velocity, delta)
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#lagging_movement_velocity.lerp(motion_velocity, delta)
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rpc(&'update_movement', global_transform, head.get_rotation(), motion_velocity, jetpack_active)
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