WIP: Migrating to node3ds
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@ -55,14 +55,14 @@ func _physics_process(delta: float) -> void:
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else:
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shared_node.velocity.x = move_toward(shared_node.velocity.x, 0, consts.DEFAULT_CHARACTER_SPEED)
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shared_node.velocity.z = move_toward(shared_node.velocity.z, 0, consts.DEFAULT_CHARACTER_SPEED)
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if multiplayer.is_server():
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update_position.rpc(shared_node.global_position)
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shared_node.move_and_slide()
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@rpc("authority", "call_remote", "unreliable_ordered")
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func update_position(real_position: Vector3):
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shared_node.global_position = lerp(shared_node.global_position, real_position, 1.0)
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if not multiplayer.is_server():
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shared_node.global_position = lerp(shared_node.global_position, real_position, 1.0)
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@rpc("any_peer", "call_local", "unreliable")
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func jump():
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@ -89,6 +89,7 @@ func set_rotation_y(y: float):
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func _on_reconciliation_timer_timeout() -> void:
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if multiplayer.is_server():
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_veryfy_position_and_rotation.rpc_id(owner_id)
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update_position.rpc(shared_node.global_position)
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$ReconciliationTimer.start()
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@rpc("any_peer", "call_local", "reliable")
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