From 139e9a5134bfe018c8f1959b783ccd9346d5977d Mon Sep 17 00:00:00 2001 From: Patrick Date: Thu, 19 Dec 2024 17:41:41 +0100 Subject: [PATCH] Guns and Reviving added - Other minor Bugfixes. --- project.godot | 10 +++ scenes/entities/bullet.tscn | 23 +++++ scenes/entities/player.tscn | 28 ++++++- scenes/maps/elements/guncase.tscn | 31 +++++++ scenes/maps/testmap.tscn | 6 +- scripts/entities/bullet.gd | 26 ++++++ scripts/entities/npc.gd | 7 +- scripts/entities/player.gd | 125 +++++++++++++++++++++------- scripts/maps/carryable/carryable.gd | 3 +- scripts/maps/guncase.gd | 16 ++++ scripts/utils/networking.gd | 89 ++++++++++++++++---- 11 files changed, 317 insertions(+), 47 deletions(-) create mode 100644 scenes/entities/bullet.tscn create mode 100644 scenes/maps/elements/guncase.tscn create mode 100644 scripts/entities/bullet.gd create mode 100644 scripts/maps/guncase.gd diff --git a/project.godot b/project.godot index 8e6c7a5..ea7ae38 100644 --- a/project.godot +++ b/project.godot @@ -111,6 +111,16 @@ descend={ "events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null) ] } +interact={ +"deadzone": 0.5, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null) +] +} +shoot={ +"deadzone": 0.5, +"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null) +] +} [rendering] diff --git a/scenes/entities/bullet.tscn b/scenes/entities/bullet.tscn new file mode 100644 index 0000000..72bd4cd --- /dev/null +++ b/scenes/entities/bullet.tscn @@ -0,0 +1,23 @@ +[gd_scene load_steps=4 format=3 uid="uid://bdxw7gc28nv6a"] + +[ext_resource type="Script" path="res://scripts/entities/bullet.gd" id="1_di2ph"] + +[sub_resource type="BoxMesh" id="BoxMesh_gbwh0"] +size = Vector3(0.1, 0.1, 0.2) + +[sub_resource type="BoxShape3D" id="BoxShape3D_26n4t"] +size = Vector3(0.1, 0.1, 0.2) + +[node name="Bullet" type="CharacterBody3D"] +script = ExtResource("1_di2ph") + +[node name="MeshInstance3D" type="MeshInstance3D" parent="."] +mesh = SubResource("BoxMesh_gbwh0") + +[node name="CollisionShape3D" type="CollisionShape3D" parent="."] +shape = SubResource("BoxShape3D_26n4t") + +[node name="Timer" type="Timer" parent="."] +wait_time = 5.0 +one_shot = true +autostart = true diff --git a/scenes/entities/player.tscn b/scenes/entities/player.tscn index f2097be..eb7f632 100644 --- a/scenes/entities/player.tscn +++ b/scenes/entities/player.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=4 format=3 uid="uid://dpdxe3muj2o26"] +[gd_scene load_steps=6 format=3 uid="uid://dpdxe3muj2o26"] [ext_resource type="Script" path="res://scripts/entities/player.gd" id="1_r7f2r"] @@ -6,6 +6,12 @@ [sub_resource type="CapsuleShape3D" id="CapsuleShape3D_7frjr"] +[sub_resource type="BoxShape3D" id="BoxShape3D_flq6p"] +size = Vector3(3, 3, 3) + +[sub_resource type="CapsuleMesh" id="CapsuleMesh_1sd1e"] +radius = 0.125 + [node name="Player" type="CharacterBody3D"] script = ExtResource("1_r7f2r") @@ -18,6 +24,16 @@ shape = SubResource("CapsuleShape3D_7frjr") [node name="Camera3D" type="Camera3D" parent="."] transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.5, 0) +[node name="InteractDialog" type="Label" parent="."] +anchors_preset = 5 +anchor_left = 0.5 +anchor_right = 0.5 +offset_left = -20.0 +offset_right = 20.0 +offset_bottom = 23.0 +grow_horizontal = 2 +size_flags_horizontal = 4 + [node name="Label" type="Label" parent="."] offset_right = 40.0 offset_bottom = 23.0 @@ -28,3 +44,13 @@ pixel_size = 0.01 billboard = 1 no_depth_test = true text = "SamplePlayer" + +[node name="Area3D" type="Area3D" parent="."] + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"] +shape = SubResource("BoxShape3D_flq6p") + +[node name="Gun" type="MeshInstance3D" parent="."] +transform = Transform3D(1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0.625, 0, -0.5) +visible = false +mesh = SubResource("CapsuleMesh_1sd1e") diff --git a/scenes/maps/elements/guncase.tscn b/scenes/maps/elements/guncase.tscn new file mode 100644 index 0000000..b645a3b --- /dev/null +++ b/scenes/maps/elements/guncase.tscn @@ -0,0 +1,31 @@ +[gd_scene load_steps=6 format=3 uid="uid://ctpubhh2gsccb"] + +[ext_resource type="Script" path="res://scripts/maps/guncase.gd" id="1_dh5qf"] + +[sub_resource type="BoxShape3D" id="BoxShape3D_g6om3"] +size = Vector3(2, 0.5, 0.5) + +[sub_resource type="StandardMaterial3D" id="StandardMaterial3D_wgwuf"] +albedo_color = Color(0, 0.501961, 0, 1) + +[sub_resource type="BoxMesh" id="BoxMesh_qtnys"] +material = SubResource("StandardMaterial3D_wgwuf") +size = Vector3(2, 0.5, 0.5) + +[sub_resource type="BoxShape3D" id="BoxShape3D_emap1"] +size = Vector3(3, 1, 2) + +[node name="Guncase" type="StaticBody3D"] +script = ExtResource("1_dh5qf") + +[node name="CollisionShape3D" type="CollisionShape3D" parent="."] +shape = SubResource("BoxShape3D_g6om3") + +[node name="MeshInstance3D" type="MeshInstance3D" parent="."] +mesh = SubResource("BoxMesh_qtnys") + +[node name="Area3D" type="Area3D" parent="."] + +[node name="CollisionShape3D" type="CollisionShape3D" parent="Area3D"] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.25, 0) +shape = SubResource("BoxShape3D_emap1") diff --git a/scenes/maps/testmap.tscn b/scenes/maps/testmap.tscn index de8f1b7..822930b 100644 --- a/scenes/maps/testmap.tscn +++ b/scenes/maps/testmap.tscn @@ -1,9 +1,10 @@ -[gd_scene load_steps=9 format=3 uid="uid://cbyee7drds7qu"] +[gd_scene load_steps=10 format=3 uid="uid://cbyee7drds7qu"] [ext_resource type="Script" path="res://scripts/maps/map.gd" id="1_4npcs"] [ext_resource type="Script" path="res://scripts/maps/objectives/hungry.gd" id="2_qrp84"] [ext_resource type="PackedScene" uid="uid://bsghm187n6ykx" path="res://scenes/objects/closet.tscn" id="2_yvpvm"] [ext_resource type="PackedScene" uid="uid://cvnjpnvchvakj" path="res://scenes/entities/npc.tscn" id="3_x3gyc"] +[ext_resource type="PackedScene" uid="uid://ctpubhh2gsccb" path="res://scenes/maps/elements/guncase.tscn" id="5_k7k8h"] [sub_resource type="Environment" id="Environment_pq0iv"] @@ -71,3 +72,6 @@ skeleton = NodePath("../..") shape = SubResource("BoxShape3D_rnmx0") [node name="Timer" type="Timer" parent="."] + +[node name="Guncase" parent="." instance=ExtResource("5_k7k8h")] +transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 24, 1, 0) diff --git a/scripts/entities/bullet.gd b/scripts/entities/bullet.gd new file mode 100644 index 0000000..b0f2218 --- /dev/null +++ b/scripts/entities/bullet.gd @@ -0,0 +1,26 @@ +class_name Bullet +extends CharacterBody3D + +const SPEED: int = 20 + +func _ready() -> void: + if ($Timer as Timer).timeout.connect(_on_timeout): + pass + +func _on_timeout() -> void: + queue_free() + +func _physics_process(delta: float) -> void: + var direction: Vector3 = (transform.basis * Vector3(0, 0, -1)).normalized() + if direction: + velocity.x = direction.x * SPEED + velocity.z = direction.z * SPEED + + var collision: KinematicCollision3D = move_and_collide(velocity * delta) + + if collision != null: + if collision.get_collider() is NPC and (collision.get_collider() as NPC).carried_object != null and Networking.isManager: + Networking.set_down_sync_call((collision.get_collider() as NPC), (collision.get_collider() as NPC).carried_object) + queue_free() + else: + queue_free() diff --git a/scripts/entities/npc.gd b/scripts/entities/npc.gd index fda99e1..3c6e051 100644 --- a/scripts/entities/npc.gd +++ b/scripts/entities/npc.gd @@ -7,6 +7,7 @@ extends CharacterBody3D var movement_speed: float = 3.0 var angry_meter: int = 0 var target: Node3D +var carried_object: Carryable var carrying: bool = false # Legend: @@ -43,6 +44,7 @@ func set_text(text: String) -> void: ($Label3D as Label3D).text = text # determines the closest resting place and navigates to it. +#TODO: Desynchronizes the path if there is an obstacle. func find_objective() -> void: var lowest_distance: float = 99999999999999 for child: Node in get_tree().root.get_node("/root/"+Game.mapname+"/NPCRestPlaces").get_children(): @@ -52,6 +54,7 @@ func find_objective() -> void: navigation_agent.set_target_position(target.position) # determines the closest resting place and navigates to it. +#TODO: Desynchronizes the path if the box is moved. func find_carryable() -> void: var lowest_distance: float = 99999999999999 for child: Node in get_tree().root.get_node("/root/"+Game.mapname+"/NPCCarryables").get_children(): @@ -63,13 +66,14 @@ func find_carryable() -> void: # determines the closest player and navigates to them. func find_player(lowest_distance: float) -> void: for child: Node in get_tree().root.get_node("/root/"+Game.mapname+"/").get_children(): - if child is Player and position.distance_to((child as Player).position) < lowest_distance: + if child is Player and position.distance_to((child as Player).position) < lowest_distance and !(child as Player).incapacitated: target = child navigation_agent.set_target_position(target.position) func pick_up(node: Carryable) -> void: carrying = true + carried_object = node node.get_parent().remove_child(node) node.carry() node.position = Vector3(0, 1, -1) @@ -80,6 +84,7 @@ func pick_up(node: Carryable) -> void: func set_down(node: Carryable) -> void: carrying = false + carried_object = null node.get_parent().remove_child(node) node.uncarry() node.rotation = rotation diff --git a/scripts/entities/player.gd b/scripts/entities/player.gd index aa19e53..b659568 100644 --- a/scripts/entities/player.gd +++ b/scripts/entities/player.gd @@ -10,11 +10,17 @@ const JUMP_VELOCITY: float = 4.5 var activated: bool = false var freecam: bool = false +var incapacitated: bool = false +var interaction: String +var revival_target: Player +var carrying_gun: bool = false @onready var camera: Camera3D = $Camera3D var camera_rotation: Vector2 = Vector2(0,0) func _ready() -> void: + if ($Area3D as Area3D).body_entered.connect(_on_body_entered): + pass ($Label3D as Label3D).text = name if name == Game.username: activated = true @@ -22,43 +28,78 @@ func _ready() -> void: Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED) ($Label3D as Label3D).hide() +func _on_body_entered(body: Node3D) -> void: + if body is Player and incapacitated: + (body as Player).revive_chance(self) + func _physics_process(delta: float) -> void: if activated: if !freecam: if not is_on_floor(): velocity += get_gravity() * delta - - if !freecam: - if Input.is_action_just_pressed("jump") and is_on_floor(): - velocity.y = JUMP_VELOCITY - - if freecam: - if Input.is_action_pressed("jump"): - velocity.y = JUMP_VELOCITY - elif Input.is_action_pressed("descend"): - velocity.y = -JUMP_VELOCITY - else: - velocity.y = 0 + + if !incapacitated: + if !freecam: + if Input.is_action_just_pressed("jump") and is_on_floor(): + velocity.y = JUMP_VELOCITY + + if freecam: + if Input.is_action_pressed("jump"): + velocity.y = JUMP_VELOCITY + elif Input.is_action_pressed("descend"): + velocity.y = -JUMP_VELOCITY + else: + velocity.y = 0 + + if Input.is_action_just_pressed("freecam"): + freecam = !freecam + ($CollisionShape3D as CollisionShape3D).disabled = !($CollisionShape3D as CollisionShape3D).disabled + + if Input.is_action_just_pressed("interact") and interaction != null: + if interaction == "revive" and revival_target != null: + Networking.revive_sync_call(revival_target) + ($InteractDialog as Label).text = "" + revival_target = null + if interaction == "gun": + var guncase: Guncase = get_node("/root/%s/Guncase" % Game.mapname) + if !guncase.held: + carrying_gun = true + ($InteractDialog as Label).text = "" + Networking.guncase_sync_call(true, self) + else: + carrying_gun = false + ($InteractDialog as Label).text = "" + Networking.guncase_sync_call(false, self) + + if Input.is_action_just_pressed("shoot") and carrying_gun: + Networking.bullet_sync_call(position + (transform.basis * Vector3(0, 0, -1)).normalized(), rotation) + + var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forwards", "move_backwards") + var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() + + #TODO: Hacky solution -> Also can be exploited to revive everyone in the game constantly. + if revival_target != null and position.distance_to(revival_target.position) > 3: + ($InteractDialog as Label).text = "" + interaction = "" + revival_target = null + + if interaction == "gun": + if position.distance_to((get_node("/root/%s/Guncase" % Game.mapname) as Guncase).position) > 3: + ($InteractDialog as Label).text = "" + interaction = "" + + if direction: + velocity.x = direction.x * SPEED + velocity.z = direction.z * SPEED + else: + velocity.x = move_toward(velocity.x, 0, SPEED) + velocity.z = move_toward(velocity.z, 0, SPEED) - if Input.is_action_just_pressed("freecam"): - freecam = !freecam - ($CollisionShape3D as CollisionShape3D).disabled = !($CollisionShape3D as CollisionShape3D).disabled - - var input_dir: Vector2 = Input.get_vector("move_left", "move_right", "move_forwards", "move_backwards") - var direction: Vector3 = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized() - - if direction: - velocity.x = direction.x * SPEED - velocity.z = direction.z * SPEED - else: - velocity.x = move_toward(velocity.x, 0, SPEED) - velocity.z = move_toward(velocity.z, 0, SPEED) - if move_and_slide(): pass var fps_counter: Label = $Label - fps_counter.text = str(Engine.get_frames_per_second()) + fps_counter.text = str(Engine.get_frames_per_second()) + " FPS" Networking.player_sync_call(position, rotation) @@ -77,4 +118,32 @@ func _input(event: InputEvent) -> void: rotate(Vector3.DOWN, camera_rotation.x) func incapacitate() -> void: - pass + rotation.x = deg_to_rad(90) + incapacitated = true + if carrying_gun: + carrying_gun = false + Networking.guncase_sync_call(false, self) + +func revive_chance(body: Player) -> void: + if activated: + revival_target = body + interaction = "revive" + ($InteractDialog as Label).text = "Press E to revive %s." % revival_target.name + +func revive() -> void: + rotation.x = 0 + incapacitated = false + +func gun_chance() -> void: + if activated: + interaction = "gun" + if carrying_gun: + ($InteractDialog as Label).text = "Press E to set down gun." + else: + ($InteractDialog as Label).text = "Press E to pick up gun." + +func show_gun() -> void: + ($Gun as MeshInstance3D).show() + +func hide_gun() -> void: + ($Gun as MeshInstance3D).hide() diff --git a/scripts/maps/carryable/carryable.gd b/scripts/maps/carryable/carryable.gd index 259ad02..4fc4afa 100644 --- a/scripts/maps/carryable/carryable.gd +++ b/scripts/maps/carryable/carryable.gd @@ -25,8 +25,7 @@ func _on_body_entered(body: Node) -> void: Networking.pick_up_sync_call(carried_by, self) if body is Player and carried: - Networking.set_down_sync_call(carried_by, self) - (body as Player).incapacitate() + Networking.incapacitate_sync_call(body as Player) func _physics_process(_delta: float) -> void: if Networking.isManager and sleeping and !carried: diff --git a/scripts/maps/guncase.gd b/scripts/maps/guncase.gd new file mode 100644 index 0000000..19c477d --- /dev/null +++ b/scripts/maps/guncase.gd @@ -0,0 +1,16 @@ +class_name Guncase +extends StaticBody3D + +var held: bool = false + +func _ready() -> void: + if ($Area3D as Area3D).body_entered.connect(_on_body_entered): + pass + +func _on_body_entered(body: Node3D) -> void: + if body is Player: + if held: + if (body as Player).carrying_gun: + (body as Player).gun_chance() + else: + (body as Player).gun_chance() diff --git a/scripts/utils/networking.gd b/scripts/utils/networking.gd index 5df4974..c4aaeaf 100644 --- a/scripts/utils/networking.gd +++ b/scripts/utils/networking.gd @@ -1,10 +1,18 @@ ## SPDX-License-Identifier: GPL-3.0-or-later ## Copyright (c) 2024 interstellardevelopment.org +# Some info about this script: +# The game manager is always absolutely trusted, if the game manager goes crazy, this is not checked yet. +#TODO: For the future, maybe make some client side anti-cheat that checks if the manager is playing tricks. +# The peers are untrusted. They may cheat, or try something stupid. If at all possible, Direct peer to peer communication should be prevented. +# Rather, such a thing should be done through the game manager if possible. + extends Node signal playerlist_changed() +var bullet: PackedScene = preload("res://scenes/entities/bullet.tscn") + ## Connection Code # Connect the signals. @@ -278,6 +286,7 @@ func player_sync_call(position: Vector3, rotation: Vector3) -> void: # Synchronizes the player state. @rpc("any_peer", "call_remote", "unreliable") func player_sync(position: Vector3, rotation: Vector3) -> void: + #TODO: Anti-Cheat -> Check for realistic movement, and prevent flying. if verify_id(multiplayer.get_remote_sender_id()): for peer: String in peers: if peers[peer] == multiplayer.get_remote_sender_id() and has_node("/root/"+Game.mapname+"/"+peer): @@ -309,7 +318,7 @@ func object_sync_call(position: Vector3, rotation: Vector3, node_name: String) - if rpc_id(peer, "object_sync", position, rotation, node_name) != OK: Log.warning("Couldn't send RPC to %d!" % peer) -# Synchronizes the npc state. +# Synchronizes the object position. @rpc("any_peer", "call_remote", "unreliable") func object_sync(position: Vector3, rotation: Vector3, node_name: String) -> void: if managerID == multiplayer.get_remote_sender_id(): @@ -317,14 +326,7 @@ func object_sync(position: Vector3, rotation: Vector3, node_name: String) -> voi carryable.position = position carryable.rotation = rotation else: - Log.warning("Non-manager peer tried to send a manager only request: npc_sync") - -func pick_up_sync_call(npc: NPC, carryable: Carryable) -> void: - var npc_path: NodePath = npc.get_path() - var carryable_path: NodePath = carryable.get_path() - for peer: int in Networking.get_ids(): - if rpc_id(peer, "pick_up_sync", npc_path, carryable_path) != OK: - Log.warning("Couldn't send RPC to %d!" % peer) + Log.warning("Non-manager peer tried to send a manager only request: object_sync") # Synchronizes the text above the npc. @rpc("any_peer", "call_local", "reliable") @@ -335,9 +337,15 @@ func npc_text_sync(text: String, npc: NodePath) -> void: Log.warning("Non-manager peer tried to send a manager only request: npc_text_sync") func npc_text_sync_call(text: String, npc: NPC) -> void: - var npc_path: NodePath = npc.get_path() for peer: int in Networking.get_ids(): - if rpc_id(peer, "npc_text_sync", text, npc_path) != OK: + if rpc_id(peer, "npc_text_sync", text, npc.get_path()) != OK: + Log.warning("Couldn't send RPC to %d!" % peer) + +func pick_up_sync_call(npc: NPC, carryable: Carryable) -> void: + # We need to get the path before we send out sync calls. This is because the value changes depending on whether or not it already ran locally. + var carryable_path: NodePath = carryable.get_path() + for peer: int in Networking.get_ids(): + if rpc_id(peer, "pick_up_sync", npc.get_path(), carryable_path) != OK: Log.warning("Couldn't send RPC to %d!" % peer) # Synchronizes the object that is picked up by the npc. @@ -349,16 +357,69 @@ func pick_up_sync(npc: NodePath, carryable: NodePath) -> void: Log.warning("Non-manager peer tried to send a manager only request: pick_up_sync") func set_down_sync_call(npc: NPC, carryable: Carryable) -> void: - var npc_path: NodePath = npc.get_path() + # We need to get the path before we send out sync calls. This is because the value changes depending on whether or not it already ran locally. var carryable_path: NodePath = carryable.get_path() for peer: int in Networking.get_ids(): - if rpc_id(peer, "set_down_sync", npc_path, carryable_path) != OK: + if rpc_id(peer, "set_down_sync", npc.get_path(), carryable_path) != OK: Log.warning("Couldn't send RPC to %d!" % peer) -# Synchronizes the object that is picked up by the npc. +# Synchronizes the object that is set down by the npc. @rpc("any_peer", "call_local", "reliable") func set_down_sync(npc: NodePath, carryable: NodePath) -> void: if managerID == multiplayer.get_remote_sender_id(): (get_node(npc) as NPC).set_down(get_node(carryable) as Carryable) else: Log.warning("Non-manager peer tried to send a manager only request: set_down_sync") + +func incapacitate_sync_call(player: Player) -> void: + for peer: int in Networking.get_ids(): + if rpc_id(peer, "incapacitate_sync", player.get_path()) != OK: + Log.warning("Couldn't send RPC to %d!" % peer) + +# Synchronizes the player being incapacitated by an npc. +@rpc("any_peer", "call_local", "reliable") +func incapacitate_sync(player: NodePath) -> void: + if managerID == multiplayer.get_remote_sender_id(): + (get_node(player) as Player).incapacitate() + else: + Log.warning("Non-manager peer tried to send a manager only request: incapacitate_sync") + +func revive_sync_call(player: Player) -> void: + for peer: int in Networking.get_ids(): + if rpc_id(peer, "revive_sync", player.get_path()) != OK: + Log.warning("Couldn't send RPC to %d!" % peer) + +# Synchronizes the player being revived by another. +@rpc("any_peer", "call_local", "reliable") +func revive_sync(player: NodePath) -> void: + #TODO: Anti-Cheat -> Check if such a thing should even be possible from the players position! + if verify_id(multiplayer.get_remote_sender_id()): + (get_node(player) as Player).revive() + +func guncase_sync_call(status: bool, player: Player) -> void: + for peer: int in Networking.get_ids(): + if rpc_id(peer, "guncase_sync", status, player.get_path()) != OK: + Log.warning("Couldn't send RPC to %d!" % peer) + +# Synchronizes the guncase state. +@rpc("any_peer", "call_local", "reliable") +func guncase_sync(status: bool, player_path: NodePath) -> void: + #TODO: Anti-Cheat -> Check if the gun is even available! + if verify_id(multiplayer.get_remote_sender_id()): + (get_node("/root/%s/Guncase" % Game.mapname) as Guncase).held = status + (get_node(player_path) as Player).show_gun() + +func bullet_sync_call(position: Vector3, rotation: Vector3) -> void: + for peer: int in Networking.get_ids(): + if rpc_id(peer, "bullet_sync", position, rotation) != OK: + Log.warning("Couldn't send RPC to %d!" % peer) + +# Synchronizes the bullet spawn. +@rpc("any_peer", "call_local", "reliable") +func bullet_sync(position: Vector3, rotation: Vector3) -> void: + #TODO: Anti-Cheat -> Check if the gun is even equiped! + if verify_id(multiplayer.get_remote_sender_id()): + var bullet_instance: Bullet = bullet.instantiate() + bullet_instance.position = position + bullet_instance.rotation = rotation + get_node("/root/"+Game.mapname).add_child(bullet_instance)