extends Node ## Client-side proxy for the server's PlayerNode (scripts/player_spawner.gd), ## attached at runtime as "Player_" under the /root/Server proxy. ## ## rpc_request_input is the only RPC the client sends. Godot resolves the RPC ## transfer config from the LOCAL node's declaration and verifies both peers ## declare the same @rpc set at this path, so it must match player_spawner.gd. @rpc("any_peer", "call_remote", "reliable") func rpc_request_input(_input: Dictionary, _seq: int) -> void: pass # Real implementation is on the server. @rpc("any_peer", "call_remote", "reliable") func rpc_set_loadout(_loadout: Dictionary) -> void: pass # Real implementation is on the server.