P7.9: fix headless export — resolve Resource class_name ordering + duplicate RoundManager + simulation stub API
- Fix dead code in server_main.gd (unreachable lag compensation print) - Remove WeaponData type hints from weapon_server.gd (Resource class_name in Node scripts = headless fail) - Use preload() instead of WeaponData class_name in weapon_definitions.gd for const refs - Lazy-init WEAPONS dict (const can't reference preload members) - Remove duplicate class_name RoundManager from server/scripts/round/round_manager.gd - Remove DamageProcessor type hints from round/round_manager.gd and bomb_objective.gd - Add start()/stop()/can_tick()/tick()/spawn_entity()/despawn_entity() to simulation_server_stub.gd - Fix get_world_3d() → get_tree().root.world_3d in weapon_server.gd Node context - Fix var data := → var data = for untyped WeaponDefinitions.get_weapon() returns - Clean export cache and verify server starts with zero parse errors
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@@ -81,13 +81,13 @@ const DEFAULT_EXPLOSION_DAMAGE: float = 500.0
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# ---------------------------------------------------------------------------
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## Reference to the RoundManager node.
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var round_manager: RoundManager = null
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var round_manager = null
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## Reference to the TeamManager for checking player teams.
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var team_manager: TeamManager = null
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var team_manager = null
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## Reference to the DamageProcessor for applying explosion damage.
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var damage_processor: DamageProcessor = null
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var damage_processor = null # DamageProcessor — untyped for headless compat
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## Mapping: entity_id → peer_id (from GameServer).
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var entity_to_peer: Dictionary = {}
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