fully sync player movements over network

This commit is contained in:
2023-01-17 13:54:26 +01:00
parent 1ef5d54d6c
commit 9893bc45b4
19 changed files with 434 additions and 62 deletions

View File

@@ -58,32 +58,39 @@ func InitialPos(draw_time, ready_time):
tween.tween_property(MODEL, "rotation", Vector3.ZERO, draw_time)
tween.tween_callback(func(): state = INITIAL).set_delay(ready_time)
@rpc
func Shoot():
if CanShoot():
if not FIREMODE:
can_shoot = false
if not MELEE:
clip -= 1
state = SHOOT;
tween = create_tween()
tween.set_trans(Tween.TRANS_ELASTIC)
tween.set_ease(Tween.EASE_OUT)
tween.set_parallel(true)
tween.tween_property(MODEL, "position", Vector3(.0, MOMENTUM.x, MOMENTUM.y), RECOIL_COOLDOWN / 2)
var rand_rot_y = randf_range(-ANGULAR_MOMENTUM.y,ANGULAR_MOMENTUM.y)
var rand_rot_z = randf_range(-ANGULAR_MOMENTUM.z,ANGULAR_MOMENTUM.z)
tween.tween_property(MODEL, "rotation", Vector3(deg_to_rad(ANGULAR_MOMENTUM.x),deg_to_rad(rand_rot_y),deg_to_rad(rand_rot_z)),RECOIL_COOLDOWN /2)
tween.tween_callback(func(): InitialPos(RECOIL_COOLDOWN / 2, SHOOTING_SPEED / 2)).set_delay(SHOOTING_SPEED / 2)
rpc("rpc_AnimShoot")
return true
return false
@rpc(call_local, any_peer)
func rpc_AnimShoot():
state = SHOOT;
tween = create_tween()
tween.set_trans(Tween.TRANS_ELASTIC)
tween.set_ease(Tween.EASE_OUT)
tween.set_parallel(true)
tween.tween_property(MODEL, "position", Vector3(.0, MOMENTUM.x, MOMENTUM.y), RECOIL_COOLDOWN / 2)
var rand_rot_y = randf_range(-ANGULAR_MOMENTUM.y,ANGULAR_MOMENTUM.y)
var rand_rot_z = randf_range(-ANGULAR_MOMENTUM.z,ANGULAR_MOMENTUM.z)
tween.tween_property(MODEL, "rotation", Vector3(deg_to_rad(ANGULAR_MOMENTUM.x),deg_to_rad(rand_rot_y),deg_to_rad(rand_rot_z)),RECOIL_COOLDOWN /2)
tween.tween_callback(func(): InitialPos(RECOIL_COOLDOWN / 2, SHOOTING_SPEED / 2)).set_delay(SHOOTING_SPEED / 2)
func CanShoot():
return clip > 0 && state == INITIAL && can_shoot
@rpc
func Release():
rpc("rpc_Release")
@rpc(call_local, any_peer)
func rpc_Release():
if !FIREMODE:
can_shoot = true