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https://github.com/JohnBreaux/Boat-Battle.git
synced 2024-11-14 21:15:58 +00:00
Fix null deref when entering singleplayer after exiting multiplayer
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@ -1,6 +1,5 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://assets/backgrounds/dark.png" type="Texture" id=1]
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[ext_resource path="res://script/game/Gameplay/Game.gd" type="Script" id=3]
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[node name="Game" type="Control"]
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@ -12,15 +11,6 @@ __meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="Background" type="Sprite" parent="."]
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show_behind_parent = true
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position = Vector2( 321.081, 179.931 )
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texture = ExtResource( 1 )
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flip_h = true
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__meta__ = {
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"_edit_lock_": true
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}
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[node name="Buttons" type="VBoxContainer" parent="."]
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anchor_left = 0.912
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anchor_top = 0.932
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@ -1,10 +1,10 @@
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extends Control
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# Scenes
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onready var title_screen = preload("res://scenes/Title Screen.tscn")
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onready var game = preload("res://scenes/Game/Game.tscn" )
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onready var options = preload("res://scenes/Options.tscn" )
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onready var debug_menu = preload("res://scenes/Debug Menu.tscn" )
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onready var Title_Screen = preload("res://scenes/Title Screen.tscn")
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onready var Game = preload("res://scenes/Game/Game.tscn" )
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onready var Options = preload("res://scenes/Options.tscn" )
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onready var Debug_Menu = preload("res://scenes/Debug Menu.tscn" )
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#flags
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var power_saving = true
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@ -26,7 +26,7 @@ func _ready():
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OS.low_processor_usage_mode_sleep_usec = 6800
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OS.window_fullscreen = start_fullscreen
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if debug_enabled:
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add_child(debug_menu.instance())
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add_child(Debug_Menu.instance())
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# Process global keybinds
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func _input(event):
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@ -48,19 +48,19 @@ func _on_scene_start(scene):
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#print ("_on_scene_start(",scene,")")
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match scene:
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"Singleplayer":
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add_child (game.instance())
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add_child (Game.instance())
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return true
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"Multiplayer":
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game = game.instance()
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var game = Game.instance()
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game.is_multiplayer = true
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add_child (game)
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# add_child (multiplayercontroller.instance())
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return true
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"Options":
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add_child (options.instance())
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add_child (Options.instance())
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return true
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"Title":
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add_child (title_screen.instance())
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add_child (Title_Screen.instance())
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return true
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func _on_scene_start_by_name(scene):
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