we're so close to working multiplayer
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@ -59,9 +59,11 @@ func spawn_players(player_array, player_profiles, chatbox_open_signal, chatbox_c
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for peer_id in player_array:
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var player = player_scene.instantiate() as Hero
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player.name = str(peer_id)
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player.player_name_tag.text = player_profiles[peer_id].display_name
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player.position = level.player_spawns[p_i].global_position
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player.profile = player_profiles[peer_id]
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player.hero_class = Data.characters[player_profiles[peer_id].preferred_class]
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print(player.hero_class.hero_name)
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player.ready_state_changed.connect(ready_player)
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if peer_id == multiplayer.get_unique_id():
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chatbox_open_signal.connect(player.pause)
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@ -152,14 +154,15 @@ func end_wave():
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func remove_player(peer_id):
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connected_players_nodes[peer_id].queue_free()
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connected_players_nodes.erase(peer_id)
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if connected_players_nodes.has(peer_id):
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connected_players_nodes[peer_id].queue_free()
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connected_players_nodes.erase(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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objective_health = 120
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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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@ -176,7 +179,7 @@ func restart_game():
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connected_players_nodes.clear()
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level.queue_free()
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enemies = 0
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objective_health = 100
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objective_health = 120
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wave = 0
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spawn_level()
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game_restarted.emit()
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