From ba1a3de901ae8e2846e8a9fed13603d4d74e3f9a Mon Sep 17 00:00:00 2001 From: Luna Date: Sat, 28 Apr 2018 01:34:45 -0400 Subject: [PATCH] Fix error on hero select before server join --- scripts/lobby.gd | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/scripts/lobby.gd b/scripts/lobby.gd index 33b258b..cf8000a 100644 --- a/scripts/lobby.gd +++ b/scripts/lobby.gd @@ -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