add player formatting and checking for active multiplayer instance
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@@ -11,6 +11,7 @@ const FALL_ACCELERATION: float = 25
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@export var _respawn_height: float = -100
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var _peer_id: int = 1
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var _respawn_point: Vector3
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@onready var _camera: Camera3D = $Camera3D
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@@ -18,32 +19,32 @@ var _respawn_point: Vector3
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func _enter_tree() -> void:
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set_multiplayer_authority(str(name).to_int())
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_peer_id = str(name).to_int()
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set_multiplayer_authority(_peer_id)
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func _ready() -> void:
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_name_label.text = str(name)
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if not is_multiplayer_authority():
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return
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_respawn_point = global_position
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_camera.make_current()
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Referencer.player = self
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Referencer.main_camera = _camera
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print("Player ", name, " ready")
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Referencer.camera = _camera
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print("Player ", Networker.format_player(_peer_id), " ready")
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func _exit_tree() -> void:
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if not is_multiplayer_authority():
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if Networker.is_active() and not is_multiplayer_authority():
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return
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Referencer.player = null
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Referencer.main_camera = null
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print("Player ", name, " exiting tree")
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Referencer.camera = null
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print("Player ", Networker.format_player(_peer_id), " exiting tree")
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func _process(delta: float) -> void:
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if not is_multiplayer_authority():
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if Networker.is_active() and not is_multiplayer_authority():
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Debugger.vector(
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"look" + str(name),
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_camera.global_position,
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