More work on pickups, started to implement the UI for data keys, swapped trap selections, FIRST PASS OF MULTIPLAYER CHECKS, title screen swapped.
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@@ -219,7 +219,7 @@ func set_pawn_body(pb : PawnBody) -> void:
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pb.shooting.connect(fire_ranged)
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reload_sound = body.find_child("ReloadSound")
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add_child(body)
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body.set_animation_length("Ranged Fire", ranged_recovery_time)
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body.set_animation_length("Ranged Attack", ranged_recovery_time)
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struggling.connect(body._on_struggle_changed)
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@@ -476,8 +476,9 @@ func start_installing() -> void:
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func stop_installing() -> void:
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state = State.NORMAL
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range_sphere.queue_free()
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range_sphere = null
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if range_sphere != null:
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range_sphere.queue_free()
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range_sphere = null
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@rpc("authority", "call_local")
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func update_detect_region(update : bool) -> void:
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@@ -727,7 +728,38 @@ func is_crouching() -> bool:
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State.UNINSTALLING: result = true
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return result
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@rpc("any_peer", "call_local")
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func add_hack(type : Hack.Type) -> void:
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for hd : PawnLevelData.HackData in data.hacks:
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if hd.type == type:
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hd.max_quantity += 1
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hd.quantity += 1
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hack_list_changed.emit(data.hacks, data.active_hack)
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return
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#Adding a new one
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var hd : PawnLevelData.HackData = PawnLevelData.HackData.new(type, 1, 1)
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data.hacks.append(hd)
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hack_list_changed.emit(data.hacks, data.active_hack)
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func add_random_hack(advanced : bool) -> void:
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#Get their current hack list
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var choices : Dictionary = {
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Hack.Type.DESTROY: true,
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Hack.Type.PURGE: true,
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Hack.Type.INFECT: true,
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Hack.Type.REDIRECT: true,
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Hack.Type.TRIGGER: true,
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Hack.Type.CONTAIN: true
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}
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for hd : PawnLevelData.HackData in data.hacks:
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if hd.max_quantity == 9:
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choices.erase(hd.type)
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var choice = choices.keys().pick_random()
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add_hack.rpc(choice)
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#Create a list of possible hacks, omitting any that they have the max in already
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#Randomly pick one
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#RPC Add hack to them
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#TODO: Add random hack spawning using RPCs
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pass
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