Add multiplayer damage system and ragdolls
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@ -1,6 +1,6 @@
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extends Node3D
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const SPEED = 715
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const SPEED = 200 # 200
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@onready var mesh = $RigidBody3D/MeshInstance3D
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@onready var rigid_body_3d: RigidBody3D = $RigidBody3D
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@ -14,12 +14,19 @@ func _ready() -> void:
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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var time_per_frame: float = 1 / Engine.get_frames_per_second()
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var distance: float = time_per_frame * SPEED * 1.5
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ray.target_position.z = distance
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position += transform.basis * Vector3(0, 0, SPEED) * delta
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rigid_body_3d.set_use_continuous_collision_detection(true)
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#ray.collision_mask = 1
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#ray.enabled = 1
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ray.target_position.z = SPEED / Engine.get_frames_per_second()
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if ray.is_colliding():
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var collider = ray.get_collider()
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if collider != null and collider.is_in_group("target"):
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ray.get_collider().take_damage()
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if collider != null and collider.is_in_group("body"):
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ray.get_collider().hit()
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rigid_body_3d.visible = false
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particles.emitting = true
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#if ray.get_collider().is_in_group("body"):
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@ -1,4 +1,4 @@
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[gd_scene load_steps=8 format=3 uid="uid://b0agqeg53tey5"]
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[gd_scene load_steps=9 format=3 uid="uid://b0agqeg53tey5"]
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[ext_resource type="Script" path="res://scenes/weapon/bullet.gd" id="1_th28m"]
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@ -30,7 +30,16 @@ linear_accel_max = 6.67
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[sub_resource type="BoxMesh" id="BoxMesh_mfkmi"]
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size = Vector3(0.05, 0.05, 0.05)
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[sub_resource type="SceneReplicationConfig" id="SceneReplicationConfig_b8q4c"]
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properties/0/path = NodePath(".:position")
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properties/0/spawn = true
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properties/0/replication_mode = 0
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properties/1/path = NodePath(".:rotation")
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properties/1/spawn = true
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properties/1/replication_mode = 0
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[node name="Bullet" type="Node3D"]
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transform = Transform3D(20, 0, 0, 0, 20, 0, 0, 0, 20, 0, 0, 0)
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script = ExtResource("1_th28m")
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[node name="RigidBody3D" type="RigidBody3D" parent="."]
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@ -62,11 +71,14 @@ shape = SubResource("CylinderShape3D_l3sdq")
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0.18476)
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material_override = SubResource("StandardMaterial3D_ynv38")
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emitting = false
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amount = 10
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amount = 100
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lifetime = 6.29
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one_shot = true
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explosiveness = 1.0
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process_material = SubResource("ParticleProcessMaterial_58cgi")
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draw_pass_1 = SubResource("BoxMesh_mfkmi")
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[node name="MultiplayerSynchronizer" type="MultiplayerSynchronizer" parent="."]
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replication_config = SubResource("SceneReplicationConfig_b8q4c")
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[connection signal="timeout" from="RigidBody3D/Timer" to="." method="_on_timer_timeout"]
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@ -1,6 +1,6 @@
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extends Node3D
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const SPEED = 715
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const SPEED = 10
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@onready var mesh = $Object_10
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@ -19,9 +19,9 @@ func shoot() -> Error:
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return ERR_CANT_OPEN
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var node: MeshInstance3D = scene.instantiate()
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node.init(bullet_start_node.global_position, bullet_end_node.global_position)
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var root := get_tree().get_root()
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root.add_child(node)
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node.init(bullet_start_node.position, bullet_end_node.position)
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#var root := get_tree().get_root()
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bullet_start_node.add_child(node)
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return OK
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else:
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push_warning("Couldn't generate a bullet trace, no distance node found")
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@ -1,5 +1,6 @@
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extends MeshInstance3D
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var alpha = 1.0
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func init(pos1, pos2):
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var draw_mesh := ImmediateMesh.new()
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mesh = draw_mesh
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@ -10,12 +11,15 @@ func init(pos1, pos2):
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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var dup_material = material_override.duplicate()
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material_override = dup_material
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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alpha -= delta * 3.5
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material_override.albedo_color.a = alpha
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func _on_timer_timeout() -> void:
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@ -3,9 +3,12 @@
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[ext_resource type="Script" path="res://scenes/weapon/misc/bullet_trail_generic.gd" id="1_k8eg1"]
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[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_ybqvs"]
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albedo_color = Color(0.934388, 0.967243, 0.955863, 1)
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emission = Color(1, 1, 1, 1)
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emission_energy_multiplier = 2.7
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transparency = 1
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albedo_color = Color(0.300204, 0.908317, 1.54018e-06, 0.458824)
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emission_enabled = true
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emission = Color(0.454139, 0.861507, 0, 1)
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emission_energy_multiplier = 16.0
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distance_fade_min_distance = 2.0
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[node name="BulletTrailGeneric" type="MeshInstance3D"]
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material_override = SubResource("StandardMaterial3D_ybqvs")
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