Add a map-loader sctipt
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@ -3,10 +3,12 @@ extends Node
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var players = {}
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var local_player_health = 0
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# Called when the node enters the scene tree for the first time.
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@rpc("reliable", "call_local")
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func get_player_health(id: int) -> int:
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return players.get(id)["health"]
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func _ready() -> void:
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pass # Replace with function body.
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@ -194,9 +194,9 @@ func _process(delta: float) -> void:
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fps_indicator.text = str(Engine.get_frames_per_second())
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if health == 0:
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alive = false
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var world: Node3D = find_parent("ElTest")
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var spawner: MultiplayerSpawner = world.find_child("ObjectsSpawner")
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var objects_root: Node3D = world.find_child("Objects")
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var world: Node3D = find_parent("Map")
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var spawner: MultiplayerSpawner = world.find_child("ObjectSpawner").find_child("MultiplayerSpawner")
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var objects_root: Node3D = world.find_child("ObjectSpawner").find_child("Objects")
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spawner.spawn(model)
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model.reparent(get_tree().get_root())
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model.die()
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@ -263,7 +263,7 @@ func _shoot():
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@rpc("any_peer", "call_local", "unreliable_ordered")
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func _send_shot_to_server(start_position):
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# -- TODO: Should not be hardcoded
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var world: Node3D = find_parent("ElTest")
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var world: Node3D = find_parent("Map")
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world.spawn_bullet(bullet_starting_point, current_weapon_bullet_speed, current_weapon_damage)
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func _get_camera_collision():
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