WIP: Spawn bullets on the server and sync them
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@ -1,6 +1,6 @@
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extends Node3D
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const SPEED = 2
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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 +14,15 @@ 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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print("I got 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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@ -36,7 +36,7 @@ properties/0/spawn = true
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properties/0/replication_mode = 2
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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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properties/1/replication_mode = 2
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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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@ -71,7 +71,7 @@ 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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