inching towards better class inheritence and multiplayer compatibility
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19
PCs/hero.gd
19
PCs/hero.gd
@ -16,15 +16,14 @@ signal died
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@export var sprite : EightDirectionSprite3D
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@export var interaction_raycast : RayCast3D
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@export var inventory : Inventory
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@export var weapon : Weapon
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@export var card : CardInHand
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@export var pause_menu_scene : PackedScene
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@export var weapon_scene : PackedScene
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@export var hud : HUD
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@export var movement : PlayerMovement
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@export var sprint_zoom_speed := 0.2
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var equipped_card : Card
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var weapon : Weapon
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var paused := false
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var editing_mode := true
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var profile: PlayerProfile
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@ -206,15 +205,14 @@ func equip_weapon():
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unequip_weapon()
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return
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if inventory.contents.size() > 0:
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networked_equip_weapon.rpc()
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equipped_card = inventory.remove()
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weapon = equipped_card.weapon.instantiate()
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networked_equip_weapon.rpc(Data.cards.find(equipped_card))
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weapon = equipped_card.weapon_scene.instantiate()
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weapon.name = "weapon"
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weapon.set_multiplayer_authority(multiplayer.get_unique_id())
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right_hand.add_child(weapon)
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gauntlet_sprite.set_visible(false)
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weapon.set_raycast_origin(camera)
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weapon.set_hero(self)
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right_hand.add_child(weapon)
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check_left_hand_valid()
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@ -234,14 +232,13 @@ func networked_set_ready_state(state: bool):
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@rpc("reliable")
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func networked_equip_weapon():
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equipped_card = inventory.remove()
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weapon = equipped_card.weapon.instantiate()
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func networked_equip_weapon(card_index):
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equipped_card = Data.cards[card_index]
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weapon = equipped_card.weapon_scene.instantiate()
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weapon.set_multiplayer_authority(multiplayer.get_remote_sender_id())
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weapon.name = "weapon"
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right_hand.add_child(weapon)
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weapon.set_raycast_origin(camera)
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weapon.set_hero(self)
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right_hand.add_child(weapon)
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@rpc("reliable")
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