multyplayer
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@@ -23,6 +23,11 @@ func _ready() -> void:
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func _on_body_entered(body: Node3D) -> void:
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# Container fill mutates world state (reparent/freeze); run only on the
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# world owner. Item transforms replicate to clients via each item's
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# MultiplayerSynchronizer (global_transform), so contents follow the plate.
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if not NetworkManager.owns_world():
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return
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if not body.is_in_group(target_group):
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return
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