Rename Layer 5, Add Layer 7 as Moving Walls
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@ -158,8 +158,9 @@ prev_spectator={
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3d_physics/layer_2="Remote Player"
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3d_physics/layer_3="Walls"
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3d_physics/layer_4="Ball and Goals"
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3d_physics/layer_5="I forget"
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3d_physics/layer_5="Replay Players"
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3d_physics/layer_6="Grate Walls"
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3d_physics/layer_7="Moving Walls"
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[physics]
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@ -31,7 +31,7 @@ stream_9/stream = ExtResource("10_p4exv")
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[node name="ball" type="Ball" unique_id=816748600 node_paths=PackedStringArray("bounce_sfx")]
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bounce_sfx = NodePath("bounce_sfx")
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collision_layer = 8
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collision_mask = 39
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collision_mask = 103
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contact_monitor = true
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max_contacts_reported = 10
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@ -45,7 +45,7 @@ punch_cooldown = 1.0
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telegrenade_cooldown = NodePath("cooldown_icon")
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telefrag_area_prefab = ExtResource("1_0yoer")
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telegrenade_cd = 10.0
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collision_mask = 36
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collision_mask = 100
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slide_on_ceiling = false
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floor_constant_speed = true
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@ -60,7 +60,7 @@ arrow = NodePath("arrow")
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telefrag_area_prefab = ExtResource("1_8dfyr")
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telegrenade_cd = 10.0
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collision_layer = 2
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collision_mask = 36
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collision_mask = 100
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slide_on_ceiling = false
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floor_constant_speed = true
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@ -115,21 +115,29 @@ impl Triggerable {
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}
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}
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/// Returns true if this triggerable is active currently on the real running
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/// version of the game.
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#[func]
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pub fn is_server_active(&self) -> bool {
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self.active.is_some()
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}
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/// Returns the amount of time this triggerable has been active on the real
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/// running version of the game.
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#[func]
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pub fn server_active_for(&self) -> f64 {
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self.active_for
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}
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/// Returns true if this triggerable should be visibly active, whether it's
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/// happening in a replay or the real game.
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#[func]
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pub fn is_active(&self) -> bool {
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self.visual_active.is_some()
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}
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/// Returns the amount of time this triggerable has been visually active,
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/// whether it's happening in replay or in the real game.
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#[func]
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pub fn active_for(&self) -> f64 {
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self.visual_active_for
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