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extends "res://scripts/ballistics/NetworkedProjectile.gd"
onready var world = get_tree().get_root().find_node("GAMEWORLD", true, false)
export var lifetime : float = 2.0
export var strength : int = 80
var life = 0.0
var cannot_explode = false
func _ready():
$RocketTrail.emitting = true
func get_init_info():
return {"linear_velocity" : linear_velocity, "angular_velocity" : angular_velocity, "life" : life, "shooter" : shooter, "shooter_id" : shooter_id}
func _physics_process(delta):
if life < lifetime:
add_central_force(global_transform.basis.x*strength)
life += delta
else:
if is_network_master(): rpc("explode")
remotesync func explode():
if cannot_explode:
return
cannot_explode = true
$RocketTrail.emitting = false
$rocket_mesh.visible = false
mode = MODE_STATIC
set_collision_layer_bit(1,0)
set_collision_mask_bit(1,0)
var expl = preload("res://particles/p_Explosion.tscn").instance()
world.add_child(expl)
expl.init(global_transform.origin, Vector3.ZERO)
if is_network_master():
for body in $BlastArea.get_overlapping_bodies():
if body.has_method("damage"):
body.rpc("damage", 20, "EXPLOSIVE", [shooter_id, shooter], "using 'rocket'")
if body.has_method("net_apply_impulse"):
body.rpc_id(body.get_network_master(), "net_apply_impulse", (1300*(body.global_transform.origin+Vector3(0,1,0) - global_transform.origin).normalized()))
$AnimationPlayer.play("explode")
func _on_collision(_body):
if is_network_master(): rpc("explode")
func _on_area_entry(area):
pass
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