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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)))