fixed like 5 bugs
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@@ -35,15 +35,11 @@ func set_float(value: float) -> void:
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$MeshInstance3D.set_instance_shader_parameter("Float", value)
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func add_card(card: Card, caller_id: int) -> bool:
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var result: bool = inventory.add(card)
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if result:
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networked_spawn_tower.rpc(caller_id)
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return result
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func add_card(card: Card, caller_id: int) -> void:
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networked_spawn_tower.rpc(Data.cards.find(card), caller_id)
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func remove_card() -> void:
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Game.connected_players_nodes[tower.owner_id].add_card(inventory.remove_at(0))
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networked_remove_tower.rpc()
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@@ -72,7 +68,9 @@ func set_west_wall(value: bool) -> void:
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@rpc("reliable", "call_local", "any_peer")
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func networked_spawn_tower(caller_id: int) -> void:
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func networked_spawn_tower(card_index: int, caller_id: int) -> void:
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var card: Card = Data.cards[card_index]
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inventory.add(card)
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tower = inventory.contents.keys()[0].turret_scene.instantiate() as Tower
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tower.stats = inventory.contents.keys()[0].tower_stats
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tower.name = "tower"
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@@ -89,6 +87,8 @@ func networked_spawn_tower(caller_id: int) -> void:
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@rpc("reliable", "call_local", "any_peer")
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func networked_remove_tower() -> void:
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Game.connected_players_nodes[tower.owner_id].add_card(inventory.remove_at(0))
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Game.connected_players_nodes[tower.owner_id].unready_self()
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tower.queue_free()
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tower = null
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minimap_icon.modulate = Color.GREEN
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