Merge pull request 'Fix for respawn flashing the_adventures_of_teddy/public_issues#12' (#7) from respawn-tele-fix into main
Reviewed-on: the_adventures_of_teddy/project_teddy#7
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commit
dbd4148b9c
2 changed files with 18 additions and 12 deletions
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@ -86,6 +86,8 @@ func _physics_process(delta):
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if is_multiplayer_authority():
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# This variable gets set my the death scene, so we know the player needs to be respawned
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if Global.playerPleaseRespawn == true:
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if not Global.respawnLocationChosen:
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Global.respawnLocationChosen = true
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get_node(teddyCollider).disabled = false
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var ramMax = Global.spawnCoords_x.size() - 1
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var ramnum = RandomNumberGenerator.new().randi_range(0, ramMax)
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@ -94,6 +96,7 @@ func _physics_process(delta):
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position.x = Global.spawnCoords_x[ramnum] #Set player X
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position.y = Global.spawnCoords_y[ramnum] #Set player Y
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position.z = Global.spawnCoords_z[ramnum] #Set player Z
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velocity = Vector3.ZERO
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await get_tree().create_timer(0.5).timeout
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Global.reset_variables()
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ranRemovePlayer = false
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@ -53,6 +53,7 @@ var tutorialTimerCompleted = false # Used for after the timer goes off in the tu
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var playerDisable = false # Can be used to disable the player
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var playerDeathHealth = 100 # Can be changed by death.gd
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var kickAllPlayers = false # Can be set to true to kick all players in-game
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var respawnLocationChosen = false # When set to false, the game will be allowed to select a spawnpoint for the player
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func _process(delta):
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spawn_locations()
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@ -74,6 +75,7 @@ func player_dead():
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if deathShield <= 0:
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deathShield = 50
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if playerAlive:
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respawnLocationChosen = false
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print("Player be deaddddd brooooooo")
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var scene_trs =load("res://scenes/death.tscn")
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var scene=scene_trs.instantiate()
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@ -124,6 +126,7 @@ func reset_variables_hard():
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playerDisable = false
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playerDeathHealth = 100
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kickAllPlayers = false
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respawnLocationChosen = false
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func save_data():
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SettingsFile.save_data()
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