inching towards better class inheritence and multiplayer compatibility
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@ -23,7 +23,7 @@ var enemies := 0
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var objective_health := 120
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var wave := 0
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var upcoming_wave
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var pot : int
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var pot : float
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var UILayer : CanvasLayer
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@ -97,7 +97,7 @@ func set_upcoming_wave():
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if is_multiplayer_authority():
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var spawn_power = WaveManager.calculate_spawn_power(wave + 1, connected_players_nodes.size())
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var new_wave = WaveManager.generate_wave(spawn_power, level.enemy_pool)
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networked_set_upcoming_wave.rpc(new_wave, 6 + (spawn_power / 100))
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networked_set_upcoming_wave.rpc(new_wave, 6 + floori(spawn_power / 100))
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@rpc("reliable", "call_local")
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@ -158,6 +158,9 @@ func remove_player(peer_id):
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func start_game():
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game_active = true
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enemies = 0
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objective_health = 100
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wave = 0
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level.a_star_graph_3d.make_grid()
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level.a_star_graph_3d.find_path()
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set_upcoming_wave()
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