Huge amount of updates
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59
scenes_old/maps/base/player_spawner/player_spawner.gd
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59
scenes_old/maps/base/player_spawner/player_spawner.gd
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class_name PlayerSpawnerController
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extends Node3D
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func _get_spawner() -> MultiplayerSpawner:
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return $PlayersSpawner
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func _get_root() -> Node3D:
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return $Players
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func _get_model_spawner() -> MultiplayerSpawner:
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return $ModelSpawner
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func _get_model_root() -> Node3D:
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return $Models
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# -- Spawn a player node and sync it across all peers
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func spawn_players(spawn_location: SpawnController, id: int) -> Error:
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if multiplayer.is_server():
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var char : ServerNode = null
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var player_data: PlayerData = GameServerAutoload.players[id]
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char = ResourceLoader.load("res://scenes/player/server_node.tscn").instantiate()
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char.name = "PlayerPlaceholder_" + str(player_data.id)
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var side
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if player_data.side == "blue":
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side = SpawnController.Sides.BLUE
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elif player_data.side == "red":
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side = SpawnController.Sides.RED
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else:
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return ERR_CANT_CREATE
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var new_position: Vector3 = spawn_location.get_spawner(side)
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char.owner_id = id
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_get_root().add_child(char)
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char.shared_node.global_position = new_position
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return OK
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return ERR_UNAUTHORIZED
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func spawn_player_model(owner_node: CharacterBody3D):
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var model_scene: PackedScene = ResourceLoader.load("res://scenes/characters/y-bot/character.tscn")
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var model: CharacterWrapper = model_scene.instantiate()
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model.global_position = owner_node.global_position
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model.owner_placeholder = owner_node
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_get_model_root().add_child(model)
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func remove_player(id: int) -> Error:
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if multiplayer.is_server():
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var found_childen: Array[Node] =_get_root().get_children()
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for found_child in found_childen:
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if found_child.owner_id:
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if found_child.owner_id == id:
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found_child.queue_free()
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return OK
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return ERR_UNAUTHORIZED
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func get_player_node(id: int) -> ServerNode:
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var nodes: Array[Node] = _get_root().get_children().filter(func(x: ServerNode): return x.owner_id == id)
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if nodes.size() > 0:
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return nodes[0]
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return null
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