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Fix error on hero select before server join

master
Luna 7 years ago
parent
commit
ba1a3de901
1 changed files with 5 additions and 1 deletions
  1. +5
    -1
      scripts/lobby.gd

+ 5
- 1
scripts/lobby.gd View File

@ -12,6 +12,7 @@ var begun = false
var server_playing = true
var global_server_ip = "nv.cosinegaming.com"
var players_done = []
var is_connected = false # Technically this can be done with ENetcetera but it's easier this way
func setup_options():
var opts = Options.new()
@ -110,6 +111,7 @@ func _server_init():
var peer = NetworkedMultiplayerENet.new()
peer.create_server(SERVER_PORT, MAX_PLAYERS)
get_tree().set_network_peer(peer)
is_connected = true
get_node("CustomGame/Server").set_text("Serving!")
get_node("JoinedGameLobby").show()
if server_playing:
@ -128,6 +130,7 @@ func _connected_ok():
if "start_game" in my_info and my_info.start_game:
rpc_id(1, "start_game")
get_node("JoinedGameLobby").show()
is_connected = true
func collect_info():
if not "username" in my_info:
@ -177,7 +180,8 @@ sync func unregister_player(peer):
func select_hero(hero):
var description = get_node("PlayerSettings/HeroSelect").hero_text[hero]
get_node("PlayerSettings/HeroDescription").set_text(description)
rpc("set_hero", get_tree().get_network_unique_id(), hero)
if is_connected:
rpc("set_hero", get_tree().get_network_unique_id(), hero)
sync func set_hero(peer, hero):
player_info[peer].hero = hero


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