Possibly fix bugs with ball in replay
This commit is contained in:
parent
e259aacc01
commit
9a33403761
@ -1162,7 +1162,9 @@ impl Game {
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if let Some(player) = self.find_player_mut(player_id) {
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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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if let Some(character) = &mut player.character {
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character.dyn_bind_mut().take_damage(source, damage, false);
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character
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.dyn_bind_mut()
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.take_damage(source, damage, false, true);
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}
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}
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}
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}
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}
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}
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@ -1171,7 +1173,7 @@ impl Game {
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pub fn handle_kill(&mut self, source: DamageSource, player_id: u16) {
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pub fn handle_kill(&mut self, source: DamageSource, player_id: u16) {
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if let Some(player) = self.find_player_mut(player_id) {
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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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if let Some(character) = &mut player.character {
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character.dyn_bind_mut().kill(source.clone());
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character.dyn_bind_mut().kill(source.clone(), true);
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self.on_kill(source, player_id);
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self.on_kill(source, player_id);
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}
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}
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}
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}
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@ -70,9 +70,12 @@ impl Killbox {
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pub fn kill(&mut self, node: Gd<Node3D>) {
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pub fn kill(&mut self, node: Gd<Node3D>) {
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if let Ok(mut player) = node.clone().try_dynify::<dyn IPlayer>() {
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if let Ok(mut player) = node.clone().try_dynify::<dyn IPlayer>() {
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if NetworkManager::singleton().bind().is_host() {
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if NetworkManager::singleton().bind().is_host() {
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player
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player.dyn_bind_mut().take_damage(
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.dyn_bind_mut()
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DamageSource::Killbox(self.kind),
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.take_damage(DamageSource::Killbox(self.kind), 1000, true);
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1000,
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true,
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true,
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);
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}
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}
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} else if let Ok(_) = node.try_cast::<Ball>() {
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} else if let Ok(_) = node.try_cast::<Ball>() {
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if let Some(game) = &mut Game::singleton() {
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if let Some(game) = &mut Game::singleton() {
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@ -145,6 +145,7 @@ impl Map {
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{
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{
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let mut ball = ball_prefab.instantiate_as::<Ball>();
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let mut ball = ball_prefab.instantiate_as::<Ball>();
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ball.bind_mut().dropper = player_id;
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ball.bind_mut().dropper = player_id;
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ball.bind_mut().active = true;
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self.base_mut().add_child(&ball);
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self.base_mut().add_child(&ball);
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if let Some(transform) = transform {
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if let Some(transform) = transform {
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ball.set_global_position(transform.location.into());
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ball.set_global_position(transform.location.into());
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@ -172,6 +173,7 @@ impl Map {
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{
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{
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let mut ball = ball_prefab.instantiate_as::<Ball>();
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let mut ball = ball_prefab.instantiate_as::<Ball>();
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ball.bind_mut().dropper = player_id;
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ball.bind_mut().dropper = player_id;
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ball.bind_mut().active = false;
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self.base_mut().add_child(&ball);
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self.base_mut().add_child(&ball);
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if let Some(transform) = transform {
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if let Some(transform) = transform {
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ball.set_global_position(transform.location.into());
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ball.set_global_position(transform.location.into());
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@ -12,6 +12,7 @@ use crate::{
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#[class(base=RigidBody3D, init)]
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#[class(base=RigidBody3D, init)]
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pub struct Ball {
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pub struct Ball {
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pub dropper: Option<u16>,
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pub dropper: Option<u16>,
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pub active: bool,
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alive_for: f64,
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alive_for: f64,
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@ -49,6 +50,9 @@ impl Ball {
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}
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}
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fn on_collision(&mut self, node: Gd<Node>) {
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fn on_collision(&mut self, node: Gd<Node>) {
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if !self.active {
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return;
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}
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if let Ok(player) = node.try_dynify::<dyn IPlayer>()
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if let Ok(player) = node.try_dynify::<dyn IPlayer>()
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&& let Some(player_id) = player.dyn_bind().get_player_id()
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&& let Some(player_id) = player.dyn_bind().get_player_id()
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{
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{
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@ -171,7 +171,7 @@ impl IPlayer for LocalPlayer {
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fn apply_look_up(&mut self, _look: f32) {}
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fn apply_look_up(&mut self, _look: f32) {}
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fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool {
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fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool {
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if self.try_shoot_common(to, deal_damage) {
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if self.try_shoot_common(to, deal_damage, deal_damage) {
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if let Some(game) = &mut Game::singleton()
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if let Some(game) = &mut Game::singleton()
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&& let Some(recorder) = game.bind_mut().recorder()
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&& let Some(recorder) = game.bind_mut().recorder()
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{
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{
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@ -209,7 +209,7 @@ impl IPlayer for LocalPlayer {
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}
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}
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}
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}
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fn take_damage(&mut self, source: DamageSource, damage: i32, kill: bool) {
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fn take_damage(&mut self, source: DamageSource, damage: i32, kill: bool, drop_ball: bool) {
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self.run_deferred(move |s| {
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self.run_deferred(move |s| {
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if s.can_take_damage(&source) {
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if s.can_take_damage(&source) {
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let (signal, player, kind) = source.into_signal();
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let (signal, player, kind) = source.into_signal();
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@ -220,7 +220,7 @@ impl IPlayer for LocalPlayer {
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});
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});
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s.health -= damage;
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s.health -= damage;
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if kill && s.health <= 0 {
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if kill && s.health <= 0 {
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s.kill(source);
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s.kill(source, drop_ball);
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}
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}
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}
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}
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if let Some(health_label) = &mut s.health_label {
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if let Some(health_label) = &mut s.health_label {
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@ -237,8 +237,10 @@ impl IPlayer for LocalPlayer {
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self.dead_for
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self.dead_for
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}
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}
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fn kill(&mut self, source: DamageSource) {
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fn kill(&mut self, source: DamageSource, drop_ball: bool) {
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if drop_ball {
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self.drop_ball(false);
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self.drop_ball(false);
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}
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let (signal, player, kind) = source.into_signal();
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let (signal, player, kind) = source.into_signal();
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self.run_deferred(move |s| s.signals().on_die().emit(signal, player, kind));
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self.run_deferred(move |s| s.signals().on_die().emit(signal, player, kind));
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@ -719,6 +721,6 @@ impl LocalPlayer {
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#[godot_dyn]
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#[godot_dyn]
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impl Shootable for LocalPlayer {
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impl Shootable for LocalPlayer {
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fn on_shoot(&mut self, source: DamageSource, damage: i32, _: Vector3) {
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fn on_shoot(&mut self, source: DamageSource, damage: i32, _: Vector3) {
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self.take_damage(source, damage, true);
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self.take_damage(source, damage, true, true);
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}
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}
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}
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}
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@ -47,9 +47,15 @@ pub trait IPlayer {
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fn jump(&mut self);
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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 try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool;
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fn try_punch(&mut self, to: Vector3, deal_damage: bool) -> bool;
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fn try_punch(&mut self, to: Vector3, deal_damage: bool) -> bool;
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fn take_damage(&mut self, source_player: DamageSource, damage: i32, kill: bool);
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fn take_damage(
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&mut self,
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source_player: DamageSource,
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damage: i32,
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kill: bool,
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drop_ball: bool,
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);
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fn is_dead(&self) -> bool;
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fn is_dead(&self) -> bool;
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fn kill(&mut self, source_player: DamageSource);
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fn kill(&mut self, source_player: DamageSource, drop_ball: bool);
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fn dead_for(&self) -> f64;
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fn dead_for(&self) -> f64;
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fn swap_weapon(&mut self, weapon: WeaponType, drop_ball: bool);
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fn swap_weapon(&mut self, weapon: WeaponType, drop_ball: bool);
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fn get_weapon(&self) -> Option<DynGd<Node3D, dyn Weapon>>;
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fn get_weapon(&self) -> Option<DynGd<Node3D, dyn Weapon>>;
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@ -64,7 +70,7 @@ pub trait PlayerCommon {
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fn drop_ball_common(&mut self, with_velocity: bool) -> bool;
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fn drop_ball_common(&mut self, with_velocity: bool) -> bool;
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fn get_look_dir(&self) -> Vector3;
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fn get_look_dir(&self) -> Vector3;
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fn can_take_damage(&self, source: &DamageSource) -> bool;
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fn can_take_damage(&self, source: &DamageSource) -> bool;
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fn try_shoot_common(&mut self, to: Vector3, deal_damage: bool) -> bool;
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fn try_shoot_common(&mut self, to: Vector3, deal_damage: bool, drop_ball: bool) -> bool;
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fn try_punch_common(&mut self, to: Vector3, deal_damage: bool) -> bool;
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fn try_punch_common(&mut self, to: Vector3, deal_damage: bool) -> bool;
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}
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}
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@ -176,12 +182,12 @@ impl<T: IPlayer + ICharacterBody3D + WithBaseField> PlayerCommon for T {
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true
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true
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}
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}
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fn try_shoot_common(&mut self, to: Vector3, deal_damage: bool) -> bool {
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fn try_shoot_common(&mut self, to: Vector3, deal_damage: bool, drop_ball: bool) -> bool {
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if self.is_dead() {
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if self.is_dead() {
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return false;
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return false;
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}
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}
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if self.drop_ball(true) {
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if drop_ball && self.drop_ball(true) {
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return true;
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return true;
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}
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}
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@ -126,7 +126,7 @@ impl IPlayer for RemotePlayer {
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}
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}
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fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool {
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fn try_shoot(&mut self, to: Vector3, deal_damage: bool) -> bool {
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self.try_shoot_common(to, deal_damage)
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self.try_shoot_common(to, deal_damage, deal_damage)
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}
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}
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fn try_punch(&mut self, to: Vector3, deal_damage: bool) -> bool {
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fn try_punch(&mut self, to: Vector3, deal_damage: bool) -> bool {
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@ -138,7 +138,7 @@ impl IPlayer for RemotePlayer {
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}
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}
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}
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}
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fn take_damage(&mut self, source: DamageSource, damage: i32, kill: bool) {
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fn take_damage(&mut self, source: DamageSource, damage: i32, kill: bool, drop_ball: bool) {
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self.run_deferred(move |s| {
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self.run_deferred(move |s| {
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if s.can_take_damage(&source) {
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if s.can_take_damage(&source) {
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let (signal, player, kind) = source.into_signal();
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let (signal, player, kind) = source.into_signal();
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@ -149,7 +149,7 @@ impl IPlayer for RemotePlayer {
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});
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});
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s.health -= damage;
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s.health -= damage;
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if kill && s.health <= 0 {
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if kill && s.health <= 0 {
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s.kill(source);
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s.kill(source, drop_ball);
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}
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}
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}
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}
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if let Some(health_bar) = &mut s.health_bar {
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if let Some(health_bar) = &mut s.health_bar {
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@ -167,8 +167,10 @@ impl IPlayer for RemotePlayer {
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self.dead_for
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self.dead_for
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}
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}
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fn kill(&mut self, source: DamageSource) {
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fn kill(&mut self, source: DamageSource, drop_ball: bool) {
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if drop_ball {
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self.drop_ball(false);
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self.drop_ball(false);
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}
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let (signal, player, kind) = source.into_signal();
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let (signal, player, kind) = source.into_signal();
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self.run_deferred(move |s| s.signals().on_die().emit(signal, player, kind));
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self.run_deferred(move |s| s.signals().on_die().emit(signal, player, kind));
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@ -286,6 +288,6 @@ impl RemotePlayer {
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#[godot_dyn]
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#[godot_dyn]
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impl Shootable for RemotePlayer {
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impl Shootable for RemotePlayer {
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fn on_shoot(&mut self, source: DamageSource, damage: i32, _: Vector3) {
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fn on_shoot(&mut self, source: DamageSource, damage: i32, _: Vector3) {
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self.take_damage(source, damage, true);
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self.take_damage(source, damage, true, true);
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}
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}
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}
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}
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@ -197,7 +197,7 @@ impl INode for ReplayPlayback {
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match event {
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match event {
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ReplayEvent::Death(damage_source, player_id) => {
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ReplayEvent::Death(damage_source, player_id) => {
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if let Some(character) = self.player_characters.get_mut(player_id) {
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if let Some(character) = self.player_characters.get_mut(player_id) {
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character.bind_mut().kill(*damage_source);
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character.bind_mut().kill(*damage_source, false);
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}
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}
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}
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}
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ReplayEvent::Shoot(player_id, to) => {
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ReplayEvent::Shoot(player_id, to) => {
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@ -234,9 +234,12 @@ impl INode for ReplayPlayback {
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}
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}
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ReplayEvent::TakeDamage(player_id, damage_source, damage) => {
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ReplayEvent::TakeDamage(player_id, damage_source, damage) => {
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if let Some(character) = self.player_characters.get_mut(player_id) {
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if let Some(character) = self.player_characters.get_mut(player_id) {
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character
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character.bind_mut().take_damage(
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.bind_mut()
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*damage_source,
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.take_damage(*damage_source, *damage, false);
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*damage,
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false,
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false,
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);
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}
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}
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}
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}
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}
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}
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