Add a map-loader sctipt
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22
scenes/maps/base/bullet_spawner/bullet_controller.gd
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22
scenes/maps/base/bullet_spawner/bullet_controller.gd
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extends Node
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# This script shoud be able to find the player
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var players: Dictionary = {}
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func spawn_a_bullet():
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# -- Get
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pass
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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 world: MapController = find_parent("Map")
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# Get all the players on the server and add
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# corresponding nodes to them
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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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8
scenes/maps/base/bullet_spawner/bullet_spawner.tscn
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8
scenes/maps/base/bullet_spawner/bullet_spawner.tscn
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[gd_scene format=3 uid="uid://sh5diukewgs5"]
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[node name="BulletSpawner" type="Node3D"]
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
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spawn_path = NodePath("../Node3D")
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[node name="Node3D" type="Node3D" parent="."]
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76
scenes/maps/base/map_loader.gd
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76
scenes/maps/base/map_loader.gd
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class_name MapController extends Node
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@export_category("MapController")
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const PLAYER_SPAWNER: String = "res://scenes/maps/base/player_spawner/player_spawner.tscn"
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const OBJECT_SPAWNER: String = "res://scenes/maps/base/object_spawner/object_spawner.tscn"
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var player_spawner: PlayerSpawnerController
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var object_spawner: Node3D
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@onready var spawn_locations: SpawnController = $SpawnLocations
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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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# add player spawner
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var err: Error = OK
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err = _add_player_spawner()
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if err != OK:
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print("Couldn't load player spawner")
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err = _add_object_spawner()
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if err != OK:
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print("Couldn't load object spawner")
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# add objects spawner
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if multiplayer.is_server():
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_spawn_player()
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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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func _spawn_player():
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var char : Node3D = null
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player_spawner.spawn_players(spawn_locations)
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func _add_player_spawner() -> Error :
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if not ResourceLoader.exists(PLAYER_SPAWNER):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(PLAYER_SPAWNER)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: Node3D = scene.instantiate()
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add_child(node)
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player_spawner = node
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return OK
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func _add_object_spawner() -> Error :
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if not ResourceLoader.exists(OBJECT_SPAWNER):
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return ERR_DOES_NOT_EXIST
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var scene: PackedScene = ResourceLoader.load(OBJECT_SPAWNER)
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if not scene.can_instantiate():
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return ERR_CANT_OPEN
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var node: Node3D = scene.instantiate()
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add_child(node)
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object_spawner = node
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return OK
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var bullet_amount: int = 0
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func spawn_bullet(starting_point: Node3D, speed: int, damage: int):
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var node: Node3D = ResourceLoader.load("res://scenes/weapon/bullet.tscn").instantiate()
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node.position = starting_point.global_position
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node.transform.basis = starting_point.global_transform.basis
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node.name = str(bullet_amount)
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node.speed = speed
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node.damage = damage
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bullet_amount += 1
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var spawner: MultiplayerSpawner = object_spawner.find_child("MultiplayerSpawner")
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var root_node: Node3D = object_spawner.find_child("Objects")
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spawner.spawn(node)
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root_node.add_child(node)
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9
scenes/maps/base/object_spawner/object_spawner.tscn
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9
scenes/maps/base/object_spawner/object_spawner.tscn
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[gd_scene format=3 uid="uid://b0k17hibnhnv4"]
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[node name="ObjectSpawner" type="Node3D"]
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
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spawn_path = NodePath("../Objects")
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spawn_limit = 10000
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[node name="Objects" type="Node3D" parent="."]
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33
scenes/maps/base/player_spawner/player_spawner.gd
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33
scenes/maps/base/player_spawner/player_spawner.gd
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class_name PlayerSpawnerController extends Node3D
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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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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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func _get_spawner() -> MultiplayerSpawner:
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return $MultiplayerSpawner
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func _get_root() -> Node3D:
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return $Players
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# -- Spawn a player node and sync it across all peers
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func spawn_players(spawn_location: SpawnController) -> Error:
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print("spawning players")
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var char : Node3D = null
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print(GameServerManager.players)
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for i in GameServerManager.players:
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var player_data = GameServerManager.players[i]
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char = ResourceLoader.load("res://scenes/characters/placeholder.tscn").instantiate()
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char.name = "PlayerPlaceholder_" + str(player_data.name)
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var position = spawn_location.get_spawner(SpawnController.Sides.BLUE)
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char.global_position = position
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char.global_position = position
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_get_spawner().spawn(char)
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_get_root().add_child(char)
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return OK
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13
scenes/maps/base/player_spawner/player_spawner.tscn
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13
scenes/maps/base/player_spawner/player_spawner.tscn
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[gd_scene load_steps=2 format=3 uid="uid://xh710fr73bid"]
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[ext_resource type="Script" path="res://scenes/maps/base/player_spawner/player_spawner.gd" id="1_2hsyd"]
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[node name="PlayerSpawner" type="Node3D"]
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script = ExtResource("1_2hsyd")
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[node name="MultiplayerSpawner" type="MultiplayerSpawner" parent="."]
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_spawnable_scenes = PackedStringArray("res://scenes/characters/placeholder.tscn")
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spawn_path = NodePath("../Players")
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spawn_limit = 10
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[node name="Players" type="Node3D" parent="."]
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11
scenes/maps/base/single_spawn_controller.gd
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11
scenes/maps/base/single_spawn_controller.gd
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extends Node3D
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var busy: bool = false
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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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pass # Replace with function body.
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func choose_spawn_location() -> Vector3:
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busy = true
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return global_position
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52
scenes/maps/base/spawn_controller.gd
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52
scenes/maps/base/spawn_controller.gd
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class_name SpawnController extends Node3D
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@export_category("SpawnController")
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@onready var blue_spawners: Node3D = $Blue
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@onready var red_spawners: Node3D = $Red
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const SINGLE_SPAWN_CONTROLLER_PATH = "res://scenes/maps/base/single_spawn_controller.gd"
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enum Sides {BLUE, RED, UNDEFINED}
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@export var side: Sides = Sides.UNDEFINED
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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 single_spawn_controller: GDScript = ResourceLoader.load(SINGLE_SPAWN_CONTROLLER_PATH)
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for spawn: Node3D in blue_spawners.get_children():
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spawn.set_script(single_spawn_controller)
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for spawn: Node3D in red_spawners.get_children():
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spawn.set_script(single_spawn_controller)
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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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func _get_available_spawn(spawn_set: Node3D) -> Node3D:
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if multiplayer.is_server():
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var spawns: Array[Node3D] = []
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for spawn: Node3D in spawn_set.get_children():
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if not spawn.busy:
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spawns.push_back(spawn)
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print(spawns.size())
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var random_index: int = randi_range(0, spawns.size() - 1)
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print(random_index)
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return spawns[random_index]
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return null
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func get_spawner(team: Sides) -> Vector3:
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match team:
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Sides.BLUE:
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var spawn := _get_available_spawn(blue_spawners)
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return spawn.choose_spawn_location()
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Sides.RED:
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print("red")
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return Vector3(0,0,0)
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_:
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print("хз")
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return Vector3(0,0,0)
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# Get all spawners for each team
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