mp fix
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@@ -23,19 +23,41 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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# Despawning is a world decision, so only the owner of world logic runs the
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# clock. Every peer used to run its own copy: the countdown drifted between
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# them and the blink below toggled `visible` locally, so the same item was
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# shown on one peer and hidden on the other. Non-owners just follow the
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# server, which removes the item for everyone when its time is up.
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if not NetworkManager.owns_world():
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return
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# if we're held or moving, reset timer and return
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if _pickable.get_picked_up_by() or _rigid.linear_velocity.length_squared() > pow(minimum_speed_square,2):
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_time_left = time_to_despawn
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get_parent().visible = true
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_set_visible(true)
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return
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# Count down to zero and despawn
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_time_left -= delta
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if _time_left <= 0:
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print("DespawningItem despawning!" , get_parent())
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NetworkManager.despawn_item(get_parent())
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# Stop counting: despawn_item() only queues the free, so without this we
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# keep re-reporting the same item every frame until it actually goes.
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set_process(false)
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return
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# Make item blink in and out before despawning
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if _time_left < time_to_despawn / 2:
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get_parent().visible = int(_time_left * 5.0) %2 == 0
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_set_visible(int(_time_left * 5.0) % 2 == 0)
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# `visible` is not a replicated property, so a blink driven only here would make
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# the item flicker on the host and stay solid on clients. Until it is synced,
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# only warn when there is nobody else to disagree with.
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func _set_visible(value: bool) -> void:
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if NetworkManager.is_online():
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get_parent().visible = true
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return
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get_parent().visible = value
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