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
@@ -158,10 +158,13 @@ func give_weapon(weapon_id: int):
NetworkRollback.mutate(self)
func _rollback_tick(delta: float, tick: int, _is_fresh: bool):
if rollback_synchronizer.is_predicting():
return
# NOTE: On the client, the player CharacterBody3D is owned by the server
# (peer 1), so `rollback_synchronizer.is_predicting()` may return true
# on early ticks when input history hasn't been built up yet.
# We process weapon actions anyway — the server reconciles via rollback.
# Only skip if the player is dead or frozen (checked below).
# DEBUG: weapon switching
# Skip if player dead
if input and (input.slot_1 or input.slot_2 or input.slot_3 or input.slot_4):
print("[WEAPON DEBUG] _rollback_tick tick=%d slots=[s1=%s s2=%s s3=%s s4=%s] active=%d inv=%s" % [tick, input.slot_1, input.slot_2, input.slot_3, input.slot_4, active_slot, inventory])