IT WORKSSSSSS
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@ -372,12 +372,14 @@ func _on_game_started():
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var player: Player = player_scene.instantiate()
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var player: Player = player_scene.instantiate()
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player.name = "Player_" + str(member["steam_id"])
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player.name = "Player_" + str(member["steam_id"])
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player.username = Steam.getFriendPersonaName(member["steam_id"])
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player.username = Steam.getFriendPersonaName(member["steam_id"])
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level.add_child(player)
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if member["steam_id"] == steam_id:
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if member["steam_id"] == steam_id:
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player.is_network_authority = true
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player.is_network_authority = true
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else:
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else:
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player.is_network_authority = false
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player.is_network_authority = false
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level.add_child(player)
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func sync_property(node_id: String, property_name: String, value: Variant):
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func sync_property(node_id: String, property_name: String, value: Variant):
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var packet_data = {"message":"property_update", "node_id": node_id, "property_name":property_name, "value":value}
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var packet_data = {"message":"property_update", "node_id": node_id, "property_name":property_name, "value":value}
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@ -34,16 +34,13 @@ var previous_global_rotation: Vector3
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func _ready() -> void:
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func _ready() -> void:
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NetworkManager.property_update_received.connect(_on_property_update)
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NetworkManager.property_update_received.connect(_on_property_update)
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NetworkManager.register_node(self)
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network_uuid = NetworkManager.register_node(self)
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func _enter_tree() -> void:
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player_tag = get_node("PlayerTag")
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player_tag = get_node("PlayerTag")
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player_tag.text = username
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player_tag.text = username
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if is_network_authority:
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if is_network_authority:
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camera.current = true
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camera.make_current()
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capture_mouse()
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func _unhandled_input(event: InputEvent) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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