fixed up some damage number bugs
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@@ -19,23 +19,17 @@ func shoot() -> void:
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super.shoot()
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if raycast.is_colliding():
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var target: CharacterBody3D = raycast.get_collider()
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if target != null:
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var target_hitbox: CollisionShape3D = target.shape_owner_get_owner(raycast.get_collider_shape())
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if target_hitbox is Hitbox:
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hit(target, target_hitbox)
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if Data.preferences.display_self_damage_indicators:
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spawn_damage_indicator(raycast.get_collision_point())
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networked_hit.rpc(get_tree().root.get_path_to(target), get_tree().root.get_path_to(target_hitbox))
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if target != null and target is EnemyController:
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var hitbox: Hitbox = target.shape_owner_get_owner(raycast.get_collider_shape())
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hit(hitbox, raycast.get_collision_point())
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networked_hit.rpc(get_tree().root.get_path_to(hitbox), raycast.get_collision_point())
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func hit(_target: CharacterBody3D, target_hitbox: Hitbox) -> void:
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target_hitbox.damage(damage)
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func hit(hitbox: Hitbox, hit_pos: Vector3) -> void:
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hitbox.damage(damage, Data.DamageIndicationType.PLAYER, hit_pos)
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@rpc("reliable")
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func networked_hit(target_path: String, target_hitbox_path: String) -> void:
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var target: CharacterBody3D = get_tree().root.get_node(target_path)
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var target_hitbox: Hitbox = get_tree().root.get_node(target_hitbox_path) as Hitbox
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hit(target, target_hitbox)
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if Data.preferences.display_party_damage_indicators:
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spawn_damage_indicator(target.d_n.global_position)
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func networked_hit(hitbox_path: String, hit_pos: Vector3) -> void:
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var hitbox: Hitbox = get_tree().root.get_node(hitbox_path) as Hitbox
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hitbox.damage(damage, Data.DamageIndicationType.OTHER_PLAYER, hit_pos)
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