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https://github.com/kristoferssolo/FuncIt.git
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[EXPERIMENTAL]
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@ -146,11 +146,11 @@ func process_rotation():
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func _process(delta: float) -> void:
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func _process(delta: float) -> void:
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user_input = UIN_preset_pre_processor_instance.update()
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user_input = UIN_preset_pre_processor_instance.update(clientPhase)
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enter_phase_limits()
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if get_tree().is_network_server():
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if get_tree().is_network_server():
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Global.phase_update_global()
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Global.phase_update_global()
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clientPhase = Global.get_current_phase()
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clientPhase = Global.get_current_phase()
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theme = "03"
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else:
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else:
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if puppet_phase != null:
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if puppet_phase != null:
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clientPhase = puppet_phase
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clientPhase = puppet_phase
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@ -478,31 +478,3 @@ func rotate_weapon():
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$"weaponHolder/Player-character-theme-gun".position = weaponPosition
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$"weaponHolder/Player-character-theme-gun".position = weaponPosition
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$"weaponHolder/Player-character-theme-gun".rotation_degrees = weaponAngle
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$"weaponHolder/Player-character-theme-gun".rotation_degrees = weaponAngle
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pass
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pass
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func enter_phase_limits():
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if clientPhase != null and clientPhase["active"] != null:
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if clientPhase["active"]["phase_id"] == 0:
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user_input["r_inc"] = false
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user_input["r_dec"] = false
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user_input["shoot"] = false
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elif clientPhase["active"]["phase_id"] == 1:
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user_input["left"] = false
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user_input["right"] = false
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user_input["up"] = false
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user_input["down"] = false
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user_input["shoot"] = false
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elif clientPhase["active"]["phase_id"] == 2:
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user_input["left"] = false
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user_input["right"] = false
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user_input["up"] = false
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user_input["down"] = false
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user_input["r_inc"] = false
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user_input["r_dec"] = false
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else:
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user_input["left"] = false
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user_input["right"] = false
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user_input["up"] = false
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user_input["down"] = false
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user_input["r_inc"] = false
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user_input["r_dec"] = false
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user_input["shoot"] = false
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@ -9,6 +9,7 @@ func _init() -> void:
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"up": false,
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"up": false,
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"down": false,
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"down": false,
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"debug": false,
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"debug": false,
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"boost": false,
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"enter": false,
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"enter": false,
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"r_inc": false,
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"r_inc": false,
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"r_dec": false,
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"r_dec": false,
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@ -16,7 +17,7 @@ func _init() -> void:
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}
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}
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pass
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pass
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func update():
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func update(clientPhase):
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inputState = {
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inputState = {
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"right": Input.is_action_pressed("input_right"),
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"right": Input.is_action_pressed("input_right"),
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"left": Input.is_action_pressed("input_left"),
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"left": Input.is_action_pressed("input_left"),
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@ -29,4 +30,35 @@ func update():
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"r_dec": Input.is_action_pressed("rotation_decrease"),
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"r_dec": Input.is_action_pressed("rotation_decrease"),
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"shoot": Input.is_action_pressed("input_shoot")
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"shoot": Input.is_action_pressed("input_shoot")
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}
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}
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if clientPhase != null and clientPhase["active"] != null:
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if clientPhase["active"]["phase_id"] == 0:
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inputState["r_inc"] = false
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inputState["r_dec"] = false
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inputState["shoot"] = false
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elif clientPhase["active"]["phase_id"] == 1:
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inputState["left"] = false
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inputState["right"] = false
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inputState["up"] = false
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inputState["down"] = false
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inputState["shoot"] = false
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elif clientPhase["active"]["phase_id"] == 2:
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inputState["left"] = false
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inputState["right"] = false
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inputState["up"] = false
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inputState["down"] = false
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inputState["r_inc"] = false
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inputState["r_dec"] = false
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else:
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inputState = {
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"right": false,
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"left": false,
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"up": false,
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"down": false,
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"debug": false,
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"boost": false,
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"enter": false,
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"r_inc": false,
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"r_dec": false,
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"shoot": false
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}
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return inputState
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return inputState
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