generated from Persson-dev/Godot-Xmake
fixed client player going crazy on spawn
This commit is contained in:
@@ -32,9 +32,9 @@ class World : public godot::Node3D, public protocol::PacketHandler {
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float m_PassedTime;
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void AddPlayer(PlayerID a_PlayerId, godot::String a_PlayerName);
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void RemovePlayer(PlayerID a_PlayerId);
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void SetPlayerPositionAndRotation(
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virtual void AddPlayer(PlayerID a_PlayerId, godot::String a_PlayerName);
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virtual void RemovePlayer(PlayerID a_PlayerId);
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virtual void SetPlayerPositionAndRotation(
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PlayerID a_PlayerId, const godot::Vector3& a_Position, const godot::Vector3& a_Rotation, const godot::Vector3& a_Velocity);
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};
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} // namespace blitz
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@@ -20,7 +20,7 @@ class Player : public godot::CharacterBody3D {
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Player();
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~Player();
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void _ready();
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void _ready() override;
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virtual void _physics_process(float delta);
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void animate(float delta);
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@@ -15,6 +15,9 @@ class ServerWorld : public World {
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void HandlePacket(const protocol::packets::PlayerPositionAndRotation&) override;
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void SyncPlayersPos();
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protected:
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virtual void AddPlayer(PlayerID a_PlayerId, godot::String a_PlayerName);
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};
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} // namespace blitz
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@@ -20,7 +20,10 @@ using namespace godot;
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void Player::_bind_methods() {}
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Player::Player() : m_PeerId(0) {}
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Player::Player() : m_PeerId(0) {
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// we set the player to an invalid position
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set_position({-99999, -999999, -999999});
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}
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Player::~Player() {}
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@@ -31,9 +34,6 @@ void Player::_ready() {
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DEV_ASSERT(m_Mesh);
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DEV_ASSERT(m_AnimationTree);
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set_position({0, 0, 0});
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set_velocity({0, 0, 0});
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animate(0);
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}
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@@ -55,4 +55,10 @@ void ServerWorld::HandlePacket(const protocol::packets::PlayerPositionAndRotatio
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SetPlayerPositionAndRotation(data.m_Player, data.m_Position, data.m_Rotation, data.m_Velocity);
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}
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void ServerWorld::AddPlayer(PlayerID a_PlayerId, godot::String a_PlayerName) {
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World::AddPlayer(a_PlayerId, a_PlayerName);
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Player* player = GetPlayerById(a_PlayerId);
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player->set_position({0, 0, 0});
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}
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} // namespace blitz
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