we're so close to working multiplayer
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@ -3,23 +3,27 @@ class_name ProjectileWeapon
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@export var projectile_scene : PackedScene
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var force := 2.0
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var force := 20.0
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var projectile_id := 0
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func shoot():
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super.shoot()
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var projectile = projectile_scene.instantiate() as Projectile
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projectile.position = global_position
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projectile.damage = damage
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projectile.direction = -global_transform.basis.z
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projectile.force = force
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projectile.name = str(multiplayer.get_unique_id()) + str(projectile_id)
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get_tree().root.add_child(projectile)
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projectile_id += 1
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networked_spawn_projectile.rpc(multiplayer.get_unique_id(), -global_transform.basis.z)
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@rpc("reliable")
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func networked_shoot():
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super.networked_shoot()
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shoot()
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@rpc("reliable", "call_local")
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func networked_spawn_projectile(peer_id, direction):
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var projectile = projectile_scene.instantiate() as Projectile
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projectile.position = global_position
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projectile.damage = damage
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projectile.direction = direction
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projectile.force = force
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projectile.name = str(peer_id) + str(projectile_id)
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get_tree().root.add_child(projectile)
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projectile_id += 1
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