fixed up some damage number bugs
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@@ -30,8 +30,6 @@ func shoot() -> void:
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var target_hitbox: Hitbox = target.shape_owner_get_owner(shapecast.get_collider_shape(index))
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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(target.d_n.global_position)
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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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@@ -51,5 +49,3 @@ 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) as CharacterBody3D
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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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