Renamed a bunch of player stuff to pawn stuff and implemented extensive work on getting single-address 'netplay' code working. Not sure if I've created issues with single player but in theory it should all transfer across as if the player is simply always the host.
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@@ -44,7 +44,7 @@ var disarm_icons : Array[TextureButton]
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var disarm_buttons : Array[int]
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var progress : int
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var disarming : bool
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var failed : bool
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var difficulty : int = 1
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func _process(delta: float) -> void:
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@@ -73,15 +73,11 @@ func try_advance(btn : int) -> void:
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disarm_icons[progress].button_pressed = true
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progress += 1
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if progress >= len(disarm_buttons):
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Game.player.close_modal()
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Game.oneshot(success_sound)
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Game.level.disarm_trap(square)
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succeed()
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else:
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Game.oneshot(progress_sound)
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else:
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Game.player.close_modal()
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Game.oneshot(fail_sound)
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Game.level.activate_trap(square)
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fail()
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func button_pressed(event : InputEventAction) -> void:
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@@ -97,8 +93,21 @@ func button_pressed(event : InputEventAction) -> void:
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Game.player.close_modal()
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_: return
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func _on_timer_timeout() -> void:
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func fail() -> void:
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if failed:
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return
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failed = true
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Game.player.close_modal()
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Game.oneshot(fail_sound)
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Game.level.activate_trap(square)
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func succeed() -> void:
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Game.player.close_modal()
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Game.oneshot(success_sound)
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Game.level.disarm_trap(square)
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func _on_trap_failed() -> void:
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fail()
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func _on_trap_removed(type : Trap.Type) -> void:
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Game.player.close_modal()
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