WIP: Spawn bullets on the server and sync them
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@ -16,10 +16,11 @@ func _process(delta: float) -> void:
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func _on_head_collision_body_part_hit(dam: Variant) -> void:
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print("head is hit" + str(dam))
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#owner_placeholder.take_damage(dam)
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print(owner_placeholder)
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owner_placeholder.take_damage(dam)
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pass # Replace with function body.
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func _get_owner() -> CharacterBody3D:
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var owner_placeholder := find_parent("CharacterPlaceholder")
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var owner_placeholder := find_parent("PlayerPlaceholder*")
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return owner_placeholder
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@ -1344,7 +1344,7 @@ surface_material_override/0 = SubResource("StandardMaterial3D_j3emx")
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[node name="HitCollisions" type="Node3D" parent="Body/Armature/Skeleton3D"]
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[node name="BoneAttachment3D" type="BoneAttachment3D" parent="Body/Armature/Skeleton3D"]
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transform = Transform3D(0.978017, -0.176546, -0.110973, 0.15839, 0.282801, 0.946011, -0.135631, -0.942791, 0.304547, -11.8203, 17.7472, -135.936)
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transform = Transform3D(0.978017, -0.176546, -0.110972, 0.15839, 0.282801, 0.94601, -0.135631, -0.942791, 0.304547, -11.8203, 17.7472, -135.936)
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bone_name = "mixamorig_Head"
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bone_idx = 5
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@ -1,6 +1,6 @@
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extends Area3D
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@export var damage: int = 100
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@export var damage: int = 20
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signal body_part_hit(dam)
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# Called when the node enters the scene tree for the first time.
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