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extends Node3D
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## Networked representation of one connected player. The owning peer's local
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## XR rig (found via the "local_xr_origin" group) drives Head/LeftHand/
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## RightHand each frame; the MultiplayerSynchronizer replicates those
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## transforms so every other peer sees a matching avatar.
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@onready var _head: Node3D = $Head
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@onready var _left_hand: Node3D = $LeftHand
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@onready var _right_hand: Node3D = $RightHand
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var _local_camera: Node3D
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var _local_left_hand: Node3D
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var _local_right_hand: Node3D
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func _enter_tree() -> void:
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# MultiplayerSynchronizer resolves authority when this node enters the
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# tree, so authority must be set here rather than in _ready(), or the
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# first synced frames go the wrong direction.
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set_multiplayer_authority(str(name).to_int())
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func _ready() -> void:
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if is_multiplayer_authority():
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var origin := get_tree().get_first_node_in_group("local_xr_origin")
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if origin:
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_local_camera = origin.get_node_or_null("XRCamera3D")
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_local_left_hand = origin.get_node_or_null("XRControllerLeftHand")
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_local_right_hand = origin.get_node_or_null("XRControllerRightHand")
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# Every peer's rig is baked at the same spot in the scene; spread
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# joiners out along X by peer id so they don't start stacked on
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# top of each other (host/peer 1 keeps the original spot).
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var peer_id := str(name).to_int()
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origin.position += Vector3((peer_id - 1) * 1.5, 0, 0)
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# Don't render your own floating head/hands from the inside.
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_head.visible = false
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_left_hand.visible = false
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_right_hand.visible = false
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else:
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set_process(false)
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func _process(_delta: float) -> void:
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if _local_camera:
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_head.global_transform = _local_camera.global_transform
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if _local_left_hand:
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_left_hand.global_transform = _local_left_hand.global_transform
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if _local_right_hand:
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_right_hand.global_transform = _local_right_hand.global_transform
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