WIP: Some updates
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@ -66,8 +66,9 @@ func _spawn_player_controller_node(x: float, y: float, z: float):
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player_node.shared_node.global_position = Vector3(x,y,z)
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controlled_node.bind_player_node()
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func spawn_player_model(owner_node: CharacterBody3D):
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player_spawner.spawn_player_model(owner_node)
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func spawn_player_model(owner_node: CharacterBody3D, owner_id: int):
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if multiplayer.get_unique_id() != owner_id:
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player_spawner.spawn_player_model(owner_node)
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func _remove_player(id: int):
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player_spawner.remove_player(id)
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