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authortpart <tpart120@proton.me>2024-09-21 00:47:11 +0200
committertpart <tpart120@proton.me>2024-09-21 00:47:11 +0200
commit2a8bf7cbc07e7d190e9344c697edf40547526121 (patch)
tree7d75ac0dc32665075d2d4c21d679925bebc24885
parenta4f89826bb745cd2c0a8c6a494085af482a0f0c3 (diff)
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Don't set theoretical join_sent when receiving packet from server (Fixes #141)
-rw-r--r--client/game.gd2
1 files changed, 0 insertions, 2 deletions
diff --git a/client/game.gd b/client/game.gd
index be2acd70..5618579d 100644
--- a/client/game.gd
+++ b/client/game.gd
@@ -99,7 +99,6 @@ func handle_packet(p):
player_instance.onscreen_controls.in_lobby_updated(in_lobby)
camera.target = player_instance.movement_base
is_joined = true
- join_sent = true
joined.emit()
else:
player_instance = Player.new(p.id, p.name, p.position, p.character, self)
@@ -110,7 +109,6 @@ func handle_packet(p):
var player: Player = players.get(p.id)
if p.id == player_id:
is_joined = false
- join_sent = false
left.emit()
camera.target = $Center
if player != null: