A whole lotta bodges for multiplayer. Gonna need to rethink some things.
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@ -37,9 +37,10 @@ func _ready() -> void:
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puppet_anim_sprite_name = animated_sprite.animation
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puppet_anim_sprite_frame = animated_sprite.frame
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puppet_transform = transform
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# if not is_network_master():
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# animated_sprite.set_process(false)
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# animated_sprite.set_physics_process(false)
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## Disable Process and Physics on puppets
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if not is_network_master():
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animated_sprite.set_process(false)
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animated_sprite.set_physics_process(false)
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#movement_state_machine.init_animated_actor(self)
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#movement_component.attack_function = funcref(self, "attack")
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# movement_component.player_number = player_number
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@ -35,6 +35,8 @@ func _ready():
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PlayerInfo.player_inventory = player_inventory
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# PlayerInfo.player_stamina = stamina_component.stamina
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# I think we only want to do this for network master players now
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if is_network_master():
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player_info_index = PlayerInfo.register_player()
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print ("Registered as player: ", player_info_index)
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player_data = PlayerInfo.get_player_data(player_info_index)
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@ -42,6 +44,8 @@ func _ready():
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print ("My health is: ", player_data.player_health)
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player_data.player_inventory = player_inventory
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player_data.player_stamina = stamina_component.stamina
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else:
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$Hurtbox_Component.hurtbox_entered_function = ''
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# Set initial player position in world.
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global_position = LevelInfo.player_start_position
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@ -51,13 +55,11 @@ func _ready():
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movement_component.state_stamina_cost = state_stamina_cost
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puppet_pos = position
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#var stamina_recovery :float = 0.0
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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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if is_network_master():
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#PlayerInfo.player_position = global_position.round()
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player_data.player_position = global_position.round()
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# stamina_recovery += delta
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