Fix weapons not working on client: remove is_predicting check + init loadout

- Removed the is_predicting() early-return in weapon_manager._rollback_tick
  which blocked all weapon actions on the client (player owned by server)
- Added client-side weapon loadout initialization in player-spawner._spawn
  so the player has weapons immediately, before server state sync arrives
- Server reconciles via rollback state sync

Movement was fixed in v0.2.2 (window focus grab). This addresses
the remaining 'can't switch or use weapons' issue.
This commit is contained in:
2026-07-03 18:24:21 -04:00
parent 1ccd26bbab
commit 7bbe4ba71d
2 changed files with 15 additions and 3 deletions
@@ -173,6 +173,15 @@ func _spawn(id: int):
if rollback_sync and rollback_sync.has_method("process_settings"):
rollback_sync.process_settings()
# On the client side, initialize weapon loadout locally so the player
# has weapons immediately. The server will reconcile via rollback state sync.
if not multiplayer.is_server():
var weapon_mgr = avatar.find_child("WeaponManager")
if weapon_mgr and weapon_mgr.has_method("set_default_loadout"):
# Default to T team — server will correct via state sync
weapon_mgr.set_default_loadout(1) # TeamManager.Team.T = 1
print("[Spawner] Client-side weapon loadout initialized for peer %s" % id)
func get_team_spawn_point(peer_id: int, spawn_idx: int = 0) -> Vector3:
var team := team_manager.get_team(peer_id)
var points: Array[Marker3D]