extends Node2D @export var bullet: PackedScene @export var spread = 10.0 @export var recoil = 600.0 @export var fire_rate = 20 var last_fired = 0.0 # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta): if Input.is_action_pressed("fire") and (Time.get_ticks_msec() - last_fired) > fire_rate: last_fired = Time.get_ticks_msec() fire.rpc() @rpc("any_peer", "call_local") func fire(): if get_parent().get_node("MultiplayerSynchronizer").get_multiplayer_authority() != get_parent().multiplayer.get_unique_id(): return var color = get_parent().get_node("Sprite2D").modulate var new_bullet = bullet.instantiate() new_bullet.get_node("Trail/Sprite2D").modulate = color new_bullet.get_node("Trail").default_color = color new_bullet.get_node("Trail/PointLight2D").color = color new_bullet.get_node("Fire").pitch_scale = randf_range(0.95, 1.05) new_bullet.position = global_position new_bullet.velocity = Vector2.from_angle(rotation + deg_to_rad(randf_range(-spread / 2, spread / 2))) * new_bullet.speed; get_tree().root.add_child(new_bullet) get_parent().apply_central_impulse(-recoil * Vector2(cos(rotation), sin(rotation)))