fix: Windows client compile errors — get_world_3d on Node, array type mismatch, null plugin guard, maps format
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uid://d1ij0okuw1wy2
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uid://bkhwke1658h31
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uid://ynhkn35cch8b
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uid://nsrju5h3twl8
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uid://d3bjem6a0wy0e
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uid://8m62kk21r2ek
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@@ -109,7 +109,7 @@ func _ready() -> void:
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# These work alongside the C++ SimulationServer for the GDScript
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# weapon path.
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weapon_server = WeaponServer.new()
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weapon_server.physics_world = get_world_3d()
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weapon_server.physics_world = get_viewport().get_world_3d()
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add_child(weapon_server)
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lag_compensation = LagCompensation.new()
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@@ -177,7 +177,10 @@ func _ready() -> void:
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# Register bomb sites from the scene tree
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if is_inside_tree():
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var bomb_sites: Array[Area3D] = get_tree().get_nodes_in_group("bomb_sites")
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var bomb_sites: Array[Area3D] = []
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for n in get_tree().get_nodes_in_group("bomb_sites"):
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if n is Area3D:
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bomb_sites.append(n)
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if bomb_sites.size() > 0:
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bomb_objective.register_bomb_sites(bomb_sites)
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print("[GameServer] Registered %d bomb sites with BombObjective" % bomb_sites.size())
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uid://bxn8cn5v4rv0r
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@@ -251,6 +251,9 @@ func _load_plugin_from_manifest(name: String, manifest: PluginManifest) -> bool:
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if "plugin_author" in instance:
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instance.plugin_author = manifest.author
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if instance == null:
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push_error("[PluginManager] Failed to instantiate plugin: %s" % name)
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return
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instance.name = "Plugin_%s" % name
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add_child(instance)
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loaded_plugins[name] = instance
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uid://dukkopo6xcbn7
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uid://dmvykm8r7koqv
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uid://c57s6fj8odgir
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