Make sure killer and damage-dealer player id is propagated
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c6d59ffb04
commit
82fcfe0ea0
@ -324,23 +324,27 @@ impl Game {
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.bind_mut()
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.signals()
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.on_die()
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.connect_other(self, move |s| s.on_death(id));
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.connect_other(self, move |s, spid| s.on_death(spid, id));
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local_player
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.bind_mut()
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.signals()
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.on_take_damage()
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.connect_other(self, move |s, damage| s.on_take_damage(id, damage));
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.connect_other(self, move |s, spid, damage| {
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s.on_take_damage(spid, id, damage)
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});
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} else if let Ok(mut remote_player) = character.clone().try_cast::<RemotePlayer>() {
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remote_player
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.bind_mut()
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.signals()
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.on_die()
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.connect_other(self, move |s| s.on_death(id));
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.connect_other(self, move |s, spid| s.on_death(spid, id));
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remote_player
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.bind_mut()
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.signals()
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.on_take_damage()
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.connect_other(self, move |s, damage| s.on_take_damage(id, damage));
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.connect_other(self, move |s, spid, damage| {
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s.on_take_damage(spid, id, damage)
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});
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}
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}
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@ -434,37 +438,39 @@ impl Game {
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}
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// Handle taking damage, from server to client
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pub fn handle_take_damage(&mut self, player_id: u16, damage: i32) {
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pub fn handle_take_damage(&mut self, source_player_id: u16, player_id: u16, damage: i32) {
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if let Some(player) = self.find_player_mut(player_id) {
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if let Some(character) = &mut player.character {
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character.dyn_bind_mut().take_damage(damage, false);
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character
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.dyn_bind_mut()
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.take_damage(source_player_id, damage, false);
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}
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}
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}
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// Handle dying, from server to client
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pub fn handle_kill(&mut self, player_id: u16) {
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pub fn handle_kill(&mut self, source_player_id: u16, player_id: u16) {
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if let Some(player) = self.find_player_mut(player_id) {
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if let Some(character) = &mut player.character {
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character.dyn_bind_mut().kill();
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character.dyn_bind_mut().kill(source_player_id);
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}
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}
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}
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// Called whenever a player takes damage on the server-side
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pub fn on_take_damage(&mut self, player_id: u16, damage: i32) {
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pub fn on_take_damage(&mut self, source_player_id: u16, target_player_id: u16, damage: i32) {
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if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer {
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if let PeerKind::Server(peer, _) = peer {
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peer.broadcast_reliable(TakeDamage(player_id, damage));
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peer.broadcast_reliable(TakeDamage(source_player_id, target_player_id, damage));
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}
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}
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}
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// Called whenever a player dies on the server-side
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pub fn on_death(&mut self, player_id: u16) {
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pub fn on_death(&mut self, source_player_id: u16, target_player_id: u16) {
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if let Some(peer) = &mut NetworkManager::singleton().bind_mut().peer {
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if let PeerKind::Server(peer, _) = peer {
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peer.broadcast_reliable(Kill(player_id));
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peer.broadcast_reliable(Kill(source_player_id, target_player_id));
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}
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}
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}
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@ -238,14 +238,23 @@ impl INode for NetworkManager {
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);
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}
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}
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Package::TakeDamage(player_id, damage) => {
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Package::TakeDamage(
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source_player_id,
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target_player_id,
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damage,
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) => {
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if let Some(game) = &mut Game::singleton() {
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game.bind_mut().handle_take_damage(player_id, damage);
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game.bind_mut().handle_take_damage(
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source_player_id,
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target_player_id,
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damage,
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);
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}
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}
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Package::Kill(player_id) => {
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Package::Kill(source_player_id, target_player_id) => {
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if let Some(game) = &mut Game::singleton() {
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game.bind_mut().handle_kill(player_id);
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game.bind_mut()
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.handle_kill(source_player_id, target_player_id);
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}
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}
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_ => {}
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@ -551,8 +560,8 @@ pub enum Package {
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SelfSync(SyncPackage),
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Jump(u16),
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Shoot(u16, NetVector3, NetPlayerTransform, f32),
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TakeDamage(u16, i32),
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Kill(u16),
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TakeDamage(u16, u16, i32),
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Kill(u16, u16),
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}
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#[derive(Debug, Clone, Serialize, Deserialize)]
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@ -46,9 +46,9 @@ pub trait IPlayer {
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fn get_transform(&self) -> NetPlayerTransform;
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fn jump(&mut self);
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fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool;
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fn take_damage(&mut self, damage: i32, kill: bool);
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fn take_damage(&mut self, source_player: u16, damage: i32, kill: bool);
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fn is_dead(&self) -> bool;
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fn kill(&mut self);
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fn kill(&mut self, source_player: u16);
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fn dead_for(&self) -> f64;
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}
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@ -185,7 +185,9 @@ impl IPlayer for LocalPlayer {
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if self.shoot_cd <= 0. {
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let rid = self.base().get_rid();
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if let Some(weapon) = &mut self.weapon {
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weapon.dyn_bind_mut().shoot(rid, to, deal_damage);
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weapon
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.dyn_bind_mut()
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.shoot(rid, self.player_id.unwrap_or(0), to, deal_damage);
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}
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self.shoot_cd = 0.2;
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true
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@ -194,11 +196,11 @@ impl IPlayer for LocalPlayer {
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}
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}
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fn take_damage(&mut self, damage: i32, kill: bool) {
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self.run_deferred(move |s| s.signals().on_take_damage().emit(damage));
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fn take_damage(&mut self, source_player: u16, damage: i32, kill: bool) {
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self.run_deferred(move |s| s.signals().on_take_damage().emit(source_player, damage));
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self.health -= damage;
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if kill && self.health <= 0 {
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self.kill();
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self.kill(source_player);
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}
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}
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@ -210,8 +212,8 @@ impl IPlayer for LocalPlayer {
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self.dead_for
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}
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fn kill(&mut self) {
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self.run_deferred(move |s| s.signals().on_die().emit());
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fn kill(&mut self, source_player: u16) {
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self.run_deferred(move |s| s.signals().on_die().emit(source_player));
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if let Some(mut mesh) = self.soldier_mesh.take() {
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mesh.queue_free();
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}
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@ -369,9 +371,9 @@ impl ICharacterBody3D for LocalPlayer {
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#[godot_api]
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impl LocalPlayer {
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#[signal]
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pub fn on_die();
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pub fn on_die(source_player: u16);
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#[signal]
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pub fn on_take_damage(damage: i32);
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pub fn on_take_damage(source_player: u16, damage: i32);
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fn set_lock(&mut self, locked: bool) {
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self.locked = locked;
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@ -476,7 +478,9 @@ impl IPlayer for RemotePlayer {
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if self.shoot_cd <= 0. {
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let rid = self.base().get_rid();
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if let Some(weapon) = &mut self.weapon {
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weapon.dyn_bind_mut().shoot(rid, to, deal_damage);
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weapon
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.dyn_bind_mut()
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.shoot(rid, self.player_id.unwrap_or(0), to, deal_damage);
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}
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self.shoot_cd = 0.2;
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true
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@ -485,11 +489,11 @@ impl IPlayer for RemotePlayer {
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}
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}
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fn take_damage(&mut self, damage: i32, kill: bool) {
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self.run_deferred(move |s| s.signals().on_take_damage().emit(damage));
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fn take_damage(&mut self, source_player: u16, damage: i32, kill: bool) {
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self.run_deferred(move |s| s.signals().on_take_damage().emit(source_player, damage));
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self.health -= damage;
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if kill && self.health <= 0 {
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self.kill();
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self.kill(source_player);
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}
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}
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@ -501,8 +505,8 @@ impl IPlayer for RemotePlayer {
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self.dead_for
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}
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fn kill(&mut self) {
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self.run_deferred(move |s| s.signals().on_die().emit());
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fn kill(&mut self, source_player: u16) {
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self.run_deferred(move |s| s.signals().on_die().emit(source_player));
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if let Some(mut mesh) = self.soldier_mesh.take() {
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mesh.queue_free();
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}
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@ -548,7 +552,7 @@ impl ICharacterBody3D for RemotePlayer {
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#[godot_api]
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impl RemotePlayer {
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#[signal]
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pub fn on_die();
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pub fn on_die(source_player: u16);
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#[signal]
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pub fn on_take_damage(damage: i32);
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pub fn on_take_damage(source_player: u16, damage: i32);
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}
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@ -6,7 +6,7 @@ use godot::{
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use crate::{net::util::cast_ray, player::IPlayer};
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pub trait Weapon {
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fn shoot(&mut self, player: Rid, to: Vector3, deal_damage: bool);
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fn shoot(&mut self, player_rid: Rid, player_id: u16, to: Vector3, deal_damage: bool);
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}
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#[derive(GodotClass)]
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@ -24,7 +24,7 @@ pub struct Raygun {
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#[godot_dyn]
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impl Weapon for Raygun {
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fn shoot(&mut self, player: Rid, to: Vector3, deal_damage: bool) {
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fn shoot(&mut self, player: Rid, player_id: u16, to: Vector3, deal_damage: bool) {
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if let Some(emitter) = &mut self.sound_emitter {
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emitter.play();
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}
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@ -56,7 +56,7 @@ impl Weapon for Raygun {
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if deal_damage && let Some(target) = target {
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if let Ok(mut player) = target.collider.try_dynify::<dyn IPlayer>() {
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player.dyn_bind_mut().take_damage(100, true);
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player.dyn_bind_mut().take_damage(player_id, 100, true);
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}
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}
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}
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