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Bugfix: player will not move upon respawning, from previous knockback…
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… or input.
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Alexnortung committed Jul 13, 2021
1 parent 05f19d4 commit 3184a6b
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Showing 2 changed files with 16 additions and 7 deletions.
7 changes: 7 additions & 0 deletions common/game/Player.gd
Original file line number Diff line number Diff line change
Expand Up @@ -102,13 +102,20 @@ func kill_player(is_dead):
set_process(!is_dead)
set_physics_process(!is_dead)
set_process_input(!is_dead)
reset_motion()
self.call_deferred("set_collision", is_dead)
self.set_visible(!is_dead)
if has_flag():
pickedUpFlag.on_flag_drop()
pickedUpFlag = null
spawn()

# called when the player dies
func reset_motion():
motion = Vector2.ZERO
knockbackTimeLeft = 0


func set_collision(value: bool):
$WorldCollider.set_disabled(value)
$InteractiveKinematicBody/InteractiveCollider.set_disabled(value)
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16 changes: 9 additions & 7 deletions server/game/ServerPlayer.gd
Original file line number Diff line number Diff line change
@@ -1,12 +1,10 @@
extends "res://common/game/Player.gd"

var server_axis = {
x = 0,
y = 0,
}

var server_direction = Vector2(0,0)
# movement direction
var server_axis = Vector2.ZERO

# Look direction
var server_direction = Vector2.ZERO

puppet func network_update(networkAxis: Vector2):
server_axis = networkAxis
Expand Down Expand Up @@ -48,4 +46,8 @@ func get_projectile_direction():
var dir = get_direction()
if weapon == null:
return dir
return weapon.add_random_accuracy(dir)
return weapon.add_random_accuracy(dir)

func kill_player(is_dead):
.kill_player(is_dead)
server_axis = Vector2.ZERO

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