despawn runner or chaser on disconnect
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+9
-11
@@ -43,8 +43,7 @@ var predicted_rotation := Vector3.ZERO
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func _ready() -> void:
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state_machine.set_subject(self)
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if multiplayer.is_server():
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return
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if multiplayer.is_server(): return
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if multiplayer.get_unique_id() == player_id:
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%Camera.make_current()
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@@ -52,8 +51,7 @@ func _ready() -> void:
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%Camera.clear_current(false)
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func _input(event: InputEvent) -> void:
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if multiplayer.get_unique_id() != player_id:
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return
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if multiplayer.get_unique_id() != player_id: return
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if event.is_action_pressed("mouse_capture"):
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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@@ -65,13 +63,14 @@ func _input(event: InputEvent) -> void:
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camera_input_direction += event.screen_relative * mouse_sensitivity
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func _process(delta: float) -> void:
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if multiplayer.get_unique_id() == player_id:
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_camera_platform.global_rotation = _camera_pivot.global_rotation
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if multiplayer.get_unique_id() != player_id: return
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if smooth_camera:
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_camera_platform.global_position = lerp(_camera_platform.global_position, _camera_pivot.global_position, camera_follow_speed * delta)
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else:
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_camera_platform.global_position = _camera_pivot.global_position
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_camera_platform.global_rotation = _camera_pivot.global_rotation
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if smooth_camera:
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_camera_platform.global_position = lerp(_camera_platform.global_position, _camera_pivot.global_position, camera_follow_speed * delta)
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else:
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_camera_platform.global_position = _camera_pivot.global_position
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func _physics_process(delta: float) -> void:
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state_machine.process_physics(delta)
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@@ -100,7 +99,6 @@ func _physics_process(delta: float) -> void:
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if multiplayer.is_server():
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server_position = position
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server_rotation = skin.global_rotation
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pass
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func _on_sync_delta_synchronized() -> void:
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if client_prediction and server_position.distance_to(predicted_position) > client_prediction_tolerance:
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