add players to debugger
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e2a3df213c
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@ -23,7 +23,6 @@ properties/2/replication_mode = 1
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[node name="Player" type="CharacterBody3D"]
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collision_layer = 2
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script = ExtResource("1_82m0t")
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_respawn_height = null
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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@ -274,6 +274,19 @@ func _on_control_draw() -> void:
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_set_label_texts()
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return
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for k: String in _text_to_draw.keys():
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var v: Dictionary = _text_to_draw[k]
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_append_text(k, v["value"] as Variant, v["label_index"] as int)
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for k: String in _events_to_draw.keys():
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var v: Dictionary = _events_to_draw[k]
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_append_event(k, v["frame"] as int, v["args"] as Array[Variant])
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_set_label_texts()
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if !Referencer.main_camera:
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return
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for v: Dictionary in _vectors_to_draw.values():
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if v["on"]:
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_draw_vector(
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@ -297,16 +310,6 @@ func _on_control_draw() -> void:
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_draw_circle(v["pos"] as Vector3, v["color"] as Color)
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# v["on"] = false
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for k: String in _text_to_draw.keys():
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var v: Dictionary = _text_to_draw[k]
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_append_text(k, v["value"] as Variant, v["label_index"] as int)
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for k: String in _events_to_draw.keys():
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var v: Dictionary = _events_to_draw[k]
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_append_event(k, v["frame"] as int, v["args"] as Array[Variant])
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_set_label_texts()
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func _on_inputer_mode_changed(_input_mode: Inputer.Mode) -> void:
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_update_controls_label()
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@ -9,8 +9,8 @@ const MAX_PEERS: int = 20
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var _peer: ENetMultiplayerPeer
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var _players := {}
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var _local_player_info := {"name": "ass"}
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var _players := {}
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var _title_scene := preload("res://scenes/title.tscn")
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var _main_scene := preload("res://scenes/main.tscn")
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@ -25,6 +25,11 @@ func _ready() -> void:
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multiplayer.server_disconnected.connect(_on_multiplayer_server_disconnected)
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func _process(_delta: float) -> void:
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Debugger.text("_local_player_info", _local_player_info)
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Debugger.text("_players", _players)
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func set_local_player_info(username: String) -> void:
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_local_player_info["name"] = username
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@ -41,6 +41,12 @@ func _exit_tree() -> void:
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func _process(delta: float) -> void:
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if not is_multiplayer_authority():
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Debugger.vector(
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"look" + str(name),
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_camera.global_position,
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_camera.global_position - _camera.global_basis.z
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)
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return
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_process_respawning()
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