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698cc12615
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a29d234bd6
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@ -40,6 +40,7 @@ local function setupCharacterLocally(client, char)
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end
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local function characterSpawnedHandler(newClientId)
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repeat wait() until engine.networking.me -- we shouldnt need to do this
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print("spawning", newClientId, engine.networking.me.id)
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if engine.networking.me.id == newClientId then
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print("waiting")
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@ -62,6 +63,10 @@ local function characterSpawnedHandler(newClientId)
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end
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end
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for _,v in pairs(engine.networking.clients.children) do
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characterSpawnedHandler(v.id)
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end
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engine.networking.clients:clientConnected(function (client)
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characterSpawnedHandler(client.id)
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end)
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@ -169,7 +174,4 @@ engine.input:keyReleased(function (inputObj)
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end
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end)
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repeat print(engine.networking.me) wait() until engine.networking.me
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characterSpawnedHandler(engine.networking.me.id)
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return controller
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@ -9,13 +9,4 @@ print("Loaded Client")
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require("tevgit:core/client/debug.lua")
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require("tevgit:core/client/chat.lua")
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require("tevgit:core/client/playerList.lua")
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require("tevgit:core/client/characterController.lua")
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workspace.camera.position = vector3(40, 15, 0)
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workspace.camera:lookAt(vector3(0, 0, 0))
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engine.construct("block", workspace, {
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position = vector3(0, 10, 0),
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static = false,
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colour = colour(0.3, 0.3, 0.3)
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})
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require("tevgit:core/client/characterController.lua")
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@ -40,13 +40,11 @@ return {
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name = "blueSphere",
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colour = colour(0, 0, 1),
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size = vector3(1, 1, 1),
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position = vector3(0.5, 5, 0),
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position = vector3(0.5, 1, 0),
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mesh = "primitive:sphere",
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roughness = 0.5,
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metalness = 0.8,
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static = false
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metalness = 0.8
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})
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engine.physics:resume()
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end,
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setupEnvironment = function ()
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