multiplayer pretty much works now i think
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@ -26,6 +26,15 @@ func explode():
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func hit(target):
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target.damage(damage)
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if owner_id == 0:
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if Data.preferences.display_tower_damage_indicators:
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spawn_damage_indicator(target.sprite.global_position)
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if owner_id == multiplayer.get_unique_id():
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if Data.preferences.display_self_damage_indicators:
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spawn_damage_indicator(target.sprite.global_position)
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if owner_id != 0 and owner_id != multiplayer.get_unique_id():
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if Data.preferences.display_party_damage_indicators:
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spawn_damage_indicator(target.sprite.global_position)
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@rpc("reliable")
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