auth
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@ -373,16 +373,12 @@ func _on_game_started():
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get_tree().root.add_child(level)
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get_tree().root.add_child(level)
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on_game_started.emit()
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on_game_started.emit()
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for member in lobby_members:
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for member in lobby_members:
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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.steam_id = 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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level.add_child(player)
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if member["steam_id"] == steam_id:
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player.is_network_authority = true
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else:
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player.is_network_authority = false
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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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@ -6,6 +6,7 @@ var is_piloting: bool = false
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var is_network_authority: bool = false
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var is_network_authority: bool = false
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var network_uuid: String = ""
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var network_uuid: String = ""
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var steam_id: int = 0
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@export_category("Player")
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@export_category("Player")
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@export_range(1, 35, 1) var speed: float = 5 # m/s
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@export_range(1, 35, 1) var speed: float = 5 # m/s
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@ -33,7 +34,10 @@ 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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network_uuid = NetworkManager.register_node(self)
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NetworkManager.register_node(self)
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if steam_id == NetworkManager.steam_id:
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is_network_authority = true
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func _enter_tree() -> void:
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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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