f6d69545c9
Add client-side prediction (t_p1_pred) with: - scripts/network/snapshot.gd — lightweight snapshot resource with to_dict/from_dict serialization for RPC. Stores position (Vector3), rotation (Quaternion), velocity (Vector3), grounded (bool). - scripts/network/client_prediction.gd — prediction/reconciliation controller. 64-entry ring buffer of local snapshots, sends inputs to server each physics tick (128Hz, ENet channel 0), detects misprediction on server state arrival, rewinds and re-applies unconfirmed inputs. Also supports remote player interpolation. - scripts/network/network_manager.gd — new RPC endpoints for client prediction: send_client_input (client->server, ch 0) and send_server_state (server->client, ch 1). New signals for routing. - client/characters/character/fps_character_controller.gd — prediction hooks in _physics_process: on_before_tick() captures pre-input snapshot, on_after_tick() sends input to server. Client prediction path uses local movement (instant feedback) instead of reading from SimulationServer entity. Architecture: Each tick: client applies input → predicts new state locally → sends input to server → server returns authoritative state → client compares and reconciles if mismatch.
474 lines
16 KiB
GDScript
474 lines
16 KiB
GDScript
## FPSCharacterController — first-person character for a networked tactical shooter.
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##
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## Bridges Godot Input → SimulationServer (GDExtension C++ core).
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## Handles mouse look, WASD movement, sprint toggle, hold-to-crouch, jump.
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##
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## Usage (scene tree):
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## FPSCharacterController (CharacterBody3D)
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## ├── FpsCamera (Camera3D) — script: fps_camera.gd
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## ├── CollisionShape3D (capsule)
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## └── (optional weapons/arms child)
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##
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## Connects to SimulationServer via `apply_input()` each frame.
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## Reads server snapshot data and updates the node transform.
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##
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## Walk Toggle: Tap Shift to toggle sprint on/off.
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## Crouch: Hold Ctrl to crouch. Smooth lerp transition.
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## Jump: Press Space.
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## Mouse Look: Capture mouse on click, yaw rotates body, pitch rotates camera.
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class_name FPSCharacterController
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extends CharacterBody3D
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# ---------------------------------------------------------------------------
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# Exports — tune per weapon / game feel
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# ---------------------------------------------------------------------------
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## Mouse look sensitivity. At default 0.005, 100 px mouse motion = 0.5° rotation.
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@export_range(0.001, 0.1, 0.0005) var mouse_sensitivity: float = 0.005
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## Mouse vertical sensitivity multiplier (1.0 = same as horizontal).
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@export_range(0.1, 2.0, 0.05) var mouse_vertical_ratio: float = 0.8
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## Invert vertical look.
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@export var invert_y: bool = false
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## Maximum pitch angle (degrees) — prevents looking upside down.
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@export_range(1, 89) var max_pitch: float = 89.0
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## Entity ID assigned by SimulationServer. Set via spawn_entity() response.
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@export var entity_id: int = -1
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## If true, pressing Sprint toggles between walk/sprint. If false, hold to sprint.
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@export var walk_toggle: bool = true
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## If true, crouch toggles on press. If false, hold Ctrl to crouch.
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@export var crouch_toggle: bool = false
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## Time in seconds for crouch height transition (lerp).
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@export var crouch_transition_time: float = 0.15
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## Eye height when standing (Godot units, from feet).
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@export var eye_height_stand: float = 1.7
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## Eye height when crouching.
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@export var eye_height_crouch: float = 0.9
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## Collision shape height when standing.
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@export var collision_height_stand: float = 1.8
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## Collision shape height when crouching.
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@export var collision_height_crouch: float = 1.0
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# ---------------------------------------------------------------------------
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# Internal state
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# ---------------------------------------------------------------------------
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## Reference to SimulationServer singleton (set in _ready).
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var _server: Object = null
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## Current look rotation.
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var _yaw: float = 0.0
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var _pitch: float = 0.0
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## Crouch lerp target (0.0 = standing, 1.0 = full crouch).
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var _crouch_target: float = 0.0
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var _crouch_current: float = 0.0
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## Walk-toggle state. If walk_toggle is true, toggles each time sprint input activates.
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var _sprint_active: bool = false
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var _sprint_pressed_last: bool = false
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## Crouch toggle state.
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var _crouch_active: bool = false
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var _crouch_pressed_last: bool = false
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## Input sequence counter — increment each frame for server reconciliation.
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var _input_sequence: int = 0
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## Cached input dictionary (avoids alloc per frame).
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var _input_dict: Dictionary = {}
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## Prediction controller reference (set by ClientPrediction system).
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## When non-null and prediction_enabled, the controller uses client-side
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## prediction with local movement for instant feedback instead of
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## reading position from the SimulationServer entity directly.
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var _prediction: Node = null
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## Mouse capture state.
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var _mouse_captured: bool = false
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var _mouse_clicked_this_frame: bool = false
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## Weapon manager reference.
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var _weapon: WeaponManager = null
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# ---------------------------------------------------------------------------
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# Node references (set in _ready)
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# ---------------------------------------------------------------------------
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var _camera: Node3D = null
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var _collision_shape: CollisionShape3D = null
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var _capsule_shape: CapsuleShape3D = null
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# Cached standing/crouching shape parameters.
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var _stand_capsule_height: float = 0.0
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var _crouch_capsule_height: float = 0.0
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var _capsule_radius: float = 0.0
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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# Find SimulationServer
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if Engine.has_singleton("SimulationServer"):
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_server = Engine.get_singleton("SimulationServer")
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else:
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push_warning("FPSCharacterController: SimulationServer singleton not found. " +
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"Running in standalone (local physics) mode.")
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# Locate camera
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_camera = get_node_or_null("%FpsCamera")
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if _camera == null:
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# Try to find any Camera3D child
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for child in get_children():
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if child is Camera3D:
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_camera = child
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break
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if _camera == null:
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push_error("FPSCharacterController: No Camera3D child found. Mouse look disabled.")
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# Locate collision shape
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for child in get_children():
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if child is CollisionShape3D:
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_collision_shape = child
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if child.shape is CapsuleShape3D:
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_capsule_shape = child.shape
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_capsule_radius = _capsule_shape.radius
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_stand_capsule_height = collision_height_stand - 2.0 * _capsule_radius
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_crouch_capsule_height = collision_height_crouch - 2.0 * _capsule_radius
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_capsule_shape.height = _stand_capsule_height
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break
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# Start with mouse captured
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_capture_mouse(true)
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# Initialize yaw/pitch from current transform
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_yaw = rotation.y
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if _camera:
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_pitch = _camera.rotation.x
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# Initialize crouch animation state
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_crouch_current = 0.0
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_update_crouch(0.0)
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# Find weapon manager child
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for child in get_children():
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if child is WeaponManager:
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_weapon = child
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break
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func _input(event: InputEvent) -> void:
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# Mouse look
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if event is InputEventMouseMotion and _mouse_captured:
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var rel: Vector2 = event.relative
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# Yaw (body rotation)
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_yaw -= rel.x * mouse_sensitivity
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# Pitch (camera rotation) — negative = look down, positive = look up
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var invert: float = -1.0 if invert_y else 1.0
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_pitch += rel.y * mouse_sensitivity * mouse_vertical_ratio * invert
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_pitch = clamp(_pitch, deg_to_rad(-max_pitch), deg_to_rad(max_pitch))
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# Mouse capture toggle
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
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if not _mouse_captured:
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_capture_mouse(true)
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else:
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# LMB fires weapon — handled in _physics_process via shoot_pressed
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_mouse_clicked_this_frame = true
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func _unhandled_input(event: InputEvent) -> void:
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# Escape to release mouse
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if event.is_action_pressed("ui_cancel"):
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_capture_mouse(false)
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# ---------------------------------------------------------------------------
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# Main loop
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# ---------------------------------------------------------------------------
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func _physics_process(delta: float) -> void:
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# PREDICTION HOOK: capture pre-input state snapshot.
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# Must be called BEFORE any input processing or movement so the
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# snapshot represents the state at the start of this tick.
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if _prediction and _prediction.prediction_enabled:
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_prediction.on_before_tick()
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# 1. Capture input state
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var input_dir := _get_move_direction()
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var jump_pressed := Input.is_action_just_pressed(&"jump")
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var sprint_pressed := Input.is_action_pressed(&"sprint")
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var crouch_pressed := Input.is_action_pressed(&"crouch")
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var shoot_pressed := _mouse_clicked_this_frame or Input.is_action_pressed(&"shoot")
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var aim_pressed := Input.is_action_pressed(&"aim")
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_mouse_clicked_this_frame = false
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# 2. Walk toggle logic
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if walk_toggle:
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if sprint_pressed and not _sprint_pressed_last:
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_sprint_active = not _sprint_active
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_sprint_pressed_last = sprint_pressed
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else:
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_sprint_active = sprint_pressed
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# 3. Crouch toggle logic
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if crouch_toggle:
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if crouch_pressed and not _crouch_pressed_last:
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_crouch_active = not _crouch_active
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_crouch_pressed_last = crouch_pressed
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else:
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_crouch_active = crouch_pressed
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# 4. Crouch height transition
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var target_crouch: float = 1.0 if _crouch_active else 0.0
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_crouch_target = target_crouch
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var crouch_speed: float = 1.0 / max(crouch_transition_time, 0.001)
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if _crouch_current < _crouch_target:
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_crouch_current = min(_crouch_current + crouch_speed * delta, _crouch_target)
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elif _crouch_current > _crouch_target:
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_crouch_current = max(_crouch_current - crouch_speed * delta, _crouch_target)
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_update_crouch(_crouch_current)
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# 5. Apply rotation
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rotation.y = _yaw
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if _camera:
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_camera.rotation.x = _pitch
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# 5b. Weapon fire with rate limiting via WeaponManager
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var should_fire: bool = false
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var time_since_engine_start: float = Engine.get_process_ticks() * get_physics_process_delta_time()
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if _weapon:
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should_fire = _weapon.try_fire(time_since_engine_start)
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elif shoot_pressed:
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# No weapon manager — fire every tick (unlimited)
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should_fire = true
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if _server != null:
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if should_fire:
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_server.fire_weapon(entity_id)
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# 6. Build input dictionary (all modes — mutate cached dict to avoid alloc)
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_input_dict["move_direction"] = input_dir
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_input_dict["look_yaw"] = rad_to_deg(_yaw)
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_input_dict["look_pitch"] = rad_to_deg(_pitch)
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_input_dict["jump"] = jump_pressed
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_input_dict["crouch"] = _crouch_active
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_input_dict["sprint"] = _sprint_active
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_input_dict["shoot"] = should_fire
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_input_dict["aim"] = aim_pressed
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_input_dict["input_sequence"] = _input_sequence
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# 6b. Route input to appropriate handler.
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if _prediction and _prediction.prediction_enabled:
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# Client prediction: input sending is handled by the prediction
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# controller's on_after_tick() call at the end of this function.
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pass
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elif _server != null and entity_id >= 0:
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# Listen server: send to local SimulationServer.
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_server.apply_input(entity_id, _input_dict)
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# Check for hit feedback from last tick
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if Engine.has_singleton("SimulationServer") or _server:
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var hit_result: Dictionary = _server.get_last_hit_result()
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if hit_result.get("hit", false) and _weapon:
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var hit_pos := Vector3.ZERO # approximate — we don't have exact world hit position from server yet
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_weapon.on_hit_confirmed(hit_pos, hit_result.get("damage", 0.0), hit_result.get("killed", false))
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_input_sequence += 1
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# 7. Update position.
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# Architecture:
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# - Client prediction: do local CharacterBody3D movement (instant feedback),
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# the prediction controller handles reconciliation when authoritative
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# server state arrives.
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# - Listen server: read authoritative position from SimulationServer entity.
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# - Standalone (no server): fallback CharacterBody3D movement.
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if _prediction and _prediction.prediction_enabled:
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# Client prediction path — local movement for instant feedback.
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_move_local(input_dir, delta, jump_pressed)
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elif _server != null and entity_id >= 0:
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# Listen server: read from SimulationServer entity.
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var entity = _server.get_entity(entity_id)
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if entity != null and entity.is_alive():
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# Server position is ground truth — apply it to the visual body
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# (only correct on listen-server; pure clients must use replication)
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global_position = entity.position
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else:
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# Standalone mode: do local CharacterBody3D physics
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_move_local(input_dir, delta, jump_pressed)
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# PREDICTION HOOK: post-tick — send input to server via RPC.
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# Must be called AFTER local movement so the prediction controller
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# can send the input that produced this tick's movement.
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if _prediction and _prediction.prediction_enabled:
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_prediction.on_after_tick(_input_dict)
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# ---------------------------------------------------------------------------
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# Local movement (standalone / no-server fallback)
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# ---------------------------------------------------------------------------
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## Walk speed (standalone mode).
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@export var local_walk_speed: float = 5.0
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## Sprint speed (standalone mode).
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@export var local_sprint_speed: float = 8.0
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## Crouch speed (standalone mode).
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@export var local_crouch_speed: float = 2.5
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## Jump velocity (standalone mode).
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@export var local_jump_velocity: float = 4.5
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## Gravity (standalone mode).
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@export var local_gravity: float = 15.0
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## Acceleration (standalone mode).
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@export var local_acceleration: float = 12.0
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func _move_local(input_dir: Vector3, delta: float, jump: bool) -> void:
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# Simple CharacterBody3D movement for standalone testing
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var target_speed: float = local_walk_speed
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if _sprint_active:
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target_speed = local_sprint_speed
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if _crouch_active:
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target_speed = local_crouch_speed
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var wish_dir := (transform.basis * input_dir).normalized()
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var target_vel := wish_dir * target_speed
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# Horizontal acceleration
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var h_vel := Vector3(velocity.x, 0.0, velocity.z)
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h_vel = h_vel.move_toward(target_vel, local_acceleration * delta)
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velocity.x = h_vel.x
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velocity.z = h_vel.z
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# Gravity
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if not is_on_floor():
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velocity.y -= local_gravity * delta
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# Jump
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if jump and is_on_floor():
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velocity.y = local_jump_velocity
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move_and_slide()
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# ---------------------------------------------------------------------------
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# Crouch height management
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# ---------------------------------------------------------------------------
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func _update_crouch(amount: float) -> void:
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## amount: 0.0 = standing, 1.0 = fully crouched
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# Eye height — camera position relative to body origin (character feet at origin)
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if _camera:
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_camera.position.y = lerpf(eye_height_stand, eye_height_crouch, amount)
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# Collision shape — capsule height (cylindrical section)
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if _capsule_shape:
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_capsule_shape.height = lerpf(_stand_capsule_height, _crouch_capsule_height, amount)
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# Move the collision shape center so the capsule base stays on the ground:
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# shift = (crouch_total - stand_total) / 2, negative = moves down
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if _collision_shape:
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_collision_shape.position.y = lerpf(0.0, (collision_height_crouch - collision_height_stand) * 0.5, amount)
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# ---------------------------------------------------------------------------
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# Input helpers
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# ---------------------------------------------------------------------------
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func _get_move_direction() -> Vector3:
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var dir := Vector3.ZERO
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if Input.is_action_pressed(&"move_forward") or Input.is_action_pressed(&"move_up"):
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dir.z -= 1.0
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if Input.is_action_pressed(&"move_backward") or Input.is_action_pressed(&"move_down"):
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dir.z += 1.0
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if Input.is_action_pressed(&"move_left"):
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dir.x -= 1.0
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if Input.is_action_pressed(&"move_right"):
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dir.x += 1.0
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# Normalize for analog stick deadzone
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if dir.length_squared() > 0.0:
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dir = dir.normalized()
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return dir
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func _capture_mouse(capture: bool) -> void:
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if capture == _mouse_captured:
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return
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_mouse_captured = capture
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if capture:
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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else:
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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# ---------------------------------------------------------------------------
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# Public API
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# ---------------------------------------------------------------------------
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## Set the entity ID assigned by SimulationServer after spawning.
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func set_entity_id(id: int) -> void:
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entity_id = id
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## Set the prediction controller for client-side prediction/reconciliation.
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## The prediction node must have on_before_tick() / on_after_tick() methods.
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## Typically a ClientPrediction instance added as a child or sibling.
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func set_prediction(prediction_node: Node) -> void:
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_prediction = prediction_node
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## Get current crouch amount (0.0 = standing, 1.0 = fully crouched).
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func get_crouch_amount() -> float:
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return _crouch_current
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## Is the player currently sprinting?
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func is_sprinting() -> bool:
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return _sprint_active
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## Is the player currently crouching?
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func is_crouching() -> bool:
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return _crouch_active
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## Force look direction (useful for spectator / spawn reset).
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func set_look(yaw_rad: float, pitch_rad: float) -> void:
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_yaw = yaw_rad
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_pitch = clamp(pitch_rad, deg_to_rad(-max_pitch), deg_to_rad(max_pitch))
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## Reset to default standing state.
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func reset_pose() -> void:
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_sprint_active = false
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_crouch_active = false
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_sprint_pressed_last = false
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_crouch_pressed_last = false
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_crouch_current = 0.0
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_crouch_target = 0.0
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_update_crouch(0.0)
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## Get the look direction as a normalized Vector3 in world space.
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## Uses the current yaw/pitch to compute a forward vector.
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func get_look_direction() -> Vector3:
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var yaw_rad: float = _yaw
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var pitch_rad: float = _pitch
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return Vector3(
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cos(pitch_rad) * sin(yaw_rad),
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-sin(pitch_rad),
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cos(pitch_rad) * cos(yaw_rad)
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).normalized()
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