made the first changes towards multiplayer working
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@ -14,13 +14,15 @@ var sprint_zoom_factor := 0.08
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var sprinting := false
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var head_angle := 0.0
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var look_sens : float :
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set(value):
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set(_value):
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return
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get:
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return Data.preferences.mouse_sens / 40000.0
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func _physics_process(delta: float) -> void:
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if !is_multiplayer_authority():
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return
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var accel = acceleration
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if sprinting:
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accel = acceleration + sprint_boost
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@ -35,7 +37,9 @@ func _physics_process(delta: float) -> void:
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sync_rotation.rpc(player.rotation)
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func _process(delta: float) -> void:
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func _process(_delta: float) -> void:
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if !is_multiplayer_authority():
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return
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can_sprint = true
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input_vector = Input.get_vector("Move Left", "Move Right", "Move Forward", "Move Backward")
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if input_vector.y >= 0:
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@ -52,6 +56,8 @@ func _process(delta: float) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if !is_multiplayer_authority():
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return
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if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
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player.rotation.y -= event.relative.x * (look_sens / zoom_factor) * (-1 if Data.preferences.invert_lookX else 1)
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head_angle -= event.relative.y * (look_sens / zoom_factor) * (-1 if Data.preferences.invert_lookY else 1)
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