generated from Persson-dev/Godot-Xmake
remrem
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@@ -14,8 +14,7 @@ using namespace godot;
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namespace blitz {
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static const char FirstPersonPlayerScenePath[] = "res://Scenes/Characters/first_person_player.tscn";
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static const char PlayerScenePath[] = "res://Scenes/Characters/player.tscn";
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static const char PlayerScenePath[] = "res://Scenes/Characters/remy.tscn";
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void World::_bind_methods() {}
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@@ -67,16 +66,26 @@ void World::HandlePacket(const protocol::packets::PlayerLeave& a_PlayerLeave) {
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void World::AddPlayer(PlayerID a_PlayerId, String a_PlayerName) {
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UtilityFunctions::print("New Player with id : ", a_PlayerId, " and name ", a_PlayerName);
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if (a_PlayerId == get_multiplayer()->get_unique_id()) {
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Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(FirstPersonPlayerScenePath);
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FirstPersonPlayer* player = Object::cast_to<FirstPersonPlayer>(serverScene->instantiate());
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Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(PlayerScenePath);
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Node* playerContent = serverScene->instantiate();
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FirstPersonPlayer* player = memnew(FirstPersonPlayer);
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player->set_name(UtilityFunctions::var_to_str(a_PlayerId));
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player->m_PeerId = a_PlayerId;
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player->add_child(playerContent);
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m_Players->add_child(player);
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} else {
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Ref<PackedScene> serverScene = ResourceLoader::get_singleton()->load(PlayerScenePath);
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Player* player = Object::cast_to<Player>(serverScene->instantiate());
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Node* playerContent = serverScene->instantiate();
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Player* player = memnew(Player);
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player->set_name(UtilityFunctions::var_to_str(a_PlayerId));
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player->m_PeerId = a_PlayerId;
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player->add_child(playerContent);
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m_Players->add_child(player);
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}
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}
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@@ -93,9 +102,9 @@ void World::SetPlayerPositionAndRotation(
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PlayerID a_PlayerId, const Vector3& a_Position, const Vector3& a_Rotation, const godot::Vector3& a_Velocity) {
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Player* player = GetPlayerById(a_PlayerId);
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if (player) {
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player->set_position(a_Position);
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player->SetPosition(a_Position);
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player->SetCameraRotation(a_Rotation);
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player->set_velocity(a_Velocity);
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player->SetVelocity(a_Velocity);
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}
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}
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