class_name GamManagerMultiplayer extends GamManagerBase func setup_multiplayer() -> void: if not Globals.multiplayer_data.is_multiplayer_active: return if multiplayer.is_server(): return Globals.game_state.balls_stopped_moving.disconnect(_balls_stopped_moving) @rpc("authority", "call_local", "reliable") func reap_ball(ball_pth: String) -> void: var ball = get_node(ball_pth) push_warning("Ball sunk: ", ball_pth) Globals.multiplayer_data.remove_tracking_of_ball( ball_pth ) ball.queue_free()