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53
scenes/individual_parts/cue/cue.gd
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53
scenes/individual_parts/cue/cue.gd
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class_name Cue extends CueMultiplayer
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func _ready() -> void:
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cue_shape = pool_cue_tip.get_node("shape")
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await get_tree().process_frame
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setup_multiplayer()
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reset_state()
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func _input(event: InputEvent) -> void:
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if not Globals.multiplayer_data.can_do_request(): return
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if not Globals.multiplayer_data.is_multiplayer_active:
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if event.is_action_pressed("aim_pulse"):
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rpc_input("aim_pulse")
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elif event.is_action_released("aim_release"):
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rpc_input("aim_release")
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else:
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if event.is_action_pressed("aim_pulse"):
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self.rpc_id(1, "rpc_input", "aim_pulse")
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elif event.is_action_released("aim_release"):
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self.rpc_id(1, "rpc_input", "aim_release")
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func _process(delta: float) -> void:
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# NOTE: Need on outter of check so that it updates per client
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Globals.game_state.update_cue_cam_position.emit(
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cue_cam_marker.global_rotation,
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cue_cam_marker.global_position
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)
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if not Globals.multiplayer_data.can_do_request(): return
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if not Globals.multiplayer_data.is_multiplayer_active:
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if Input.is_action_pressed("aim_rotate_left"):
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rpc_process("aim_rotate_left", delta)
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elif Input.is_action_pressed("aim_rotate_right"):
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rpc_process("aim_rotate_right", delta)
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elif Input.is_action_pressed("aim_incline"):
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rpc_process("aim_incline", delta)
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elif Input.is_action_pressed("aim_decline"):
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rpc_process("aim_decline", delta)
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else:
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if Input.is_action_pressed("aim_rotate_left"):
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self.rpc_id(1, "rpc_process", "aim_rotate_left", delta)
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elif Input.is_action_pressed("aim_rotate_right"):
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self.rpc_id(1, "rpc_process", "aim_rotate_right", delta)
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elif Input.is_action_pressed("aim_incline"):
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self.rpc_id(1, "rpc_process", "aim_incline", delta)
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elif Input.is_action_pressed("aim_decline"):
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self.rpc_id(1, "rpc_process", "aim_decline", delta)
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