Ship mostly works #10
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@ -28,8 +28,6 @@ func _ready():
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uuid = NetworkManager.register_node(self)
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NetworkManager.property_update_received.connect(_on_property_update)
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if !NetworkManager.is_host: return
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#connect signals
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player_detection_area.body_entered.connect(_on_area_3d_body_entered)
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player_detection_area.body_exited.connect(_on_area_3d_body_exited)
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@ -41,7 +39,6 @@ func _ready():
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func _physics_process(_delta):
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if !NetworkManager.is_host: return
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if ship_is_piloted:
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var turn_speed = base_turn_speed / max(mass, 1)
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var lift_speed = base_lift_speed / max(mass, 1)
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@ -81,7 +78,6 @@ func _physics_process(_delta):
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func _on_area_3d_body_entered(body: Node3D) -> void:
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if !NetworkManager.is_host: return
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if body is Player and body.get_parent() != self:
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body.ship_entered(self)
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piloting_player = body
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@ -90,7 +86,6 @@ func _on_area_3d_body_entered(body: Node3D) -> void:
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func _on_area_3d_body_exited(body: Node3D) -> void:
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if !NetworkManager.is_host: return
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if body is Player and body.get_parent() != get_node("/root/DevLevel/"):
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body.ship_exited()
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ship_is_piloted = false
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@ -100,7 +95,6 @@ func _on_area_3d_body_exited(body: Node3D) -> void:
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func _add_ship_helm(_ship_helm_scene: PackedScene):
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if !NetworkManager.is_host: return
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var ship_helm = _ship_helm_scene.instantiate()
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helm_location_marker.add_child(ship_helm)
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ship_helm = helm_location_marker.get_node("ShipHelm")
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BIN
godot-jolt/windows/~godot-jolt_windows-x64_editor.dll
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godot-jolt/windows/~godot-jolt_windows-x64_editor.dll
Normal file
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