Pawn bodies split out, character select redesigned, and started the dreaded process of correcting the netcode. Players can connect to a shared room, character select, and start a match. They appear correctly differentiated with cameras and map icons that follow them independently. Jankiness with trap ownership is present as is stuff connected to animation. Unit tests for all network functionality required.
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18
scripts/multiplayer_test_level.gd
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18
scripts/multiplayer_test_level.gd
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extends Node3D
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func _enter_tree() -> void:
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Game.pawns_selected[1] = Game.pawns.keys()[0]
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Multiplayer.client_added.connect(_on_client_added)
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#SETUP HOST:
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if !Game.net_test:
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var handle = "Host - P1"
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Multiplayer.handle = handle
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#Validate entries
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Multiplayer.become_host()
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func _on_client_added(handle : String, id : int) -> void:
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pass
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