Clients can hurt each other, server can't hurt clients and clients can't hurt server #3
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028037cdc4
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2 changed files with 9 additions and 5 deletions
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@ -23,7 +23,9 @@ func _physics_process(delta):
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if body.get_path() == Global.selfTeddy: # We need to modify this to make the player not invinsible
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pass
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elif body.is_in_group("human"):
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rpc("damage_player")
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var playerShot = body.get_multiplayer_authority()
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print("Bullet hit ", playerShot)
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rpc("damage_player", playerShot)
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elif body.is_in_group("AI"):
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print("Bullet hit an AI player")
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body.queue_free()
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@ -40,7 +42,10 @@ func _on_Shell_body_entered(body):
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queue_free()
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@rpc("any_peer", "call_remote", "reliable")
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func damage_player():
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print("A bullet hit me!")
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Global.playerHealth = Global.playerHealth - 10
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func damage_player(playerDamaged): # This can be used later to make sure the server and all other peers know the health of all other players
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rpc_id(playerDamaged,"take_damage")
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self.queue_free()
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@rpc("any_peer", "call_remote")
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func take_damage():
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Global.playerHealth = Global.playerHealth - 10
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@ -39,7 +39,6 @@ func add_newly_connected_player_character(new_peer_id):
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func add_player_node(peer_id):
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print("Global teddy Authority: ", Global.teddyAuthorityID)
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connected_peers.append(peer_id)
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var player_character = preload("res://scenes/Teddy.tscn").instantiate()
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player_character.set_multiplayer_authority(peer_id)
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