this post was submitted on 14 Mar 2024
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I have little experience with Godot, so I'll just write the general concept and you'll have to translate.
I'd go with #2, but also have the bullet subscribe to an event that is triggered when the shooter player dies. When that happens, set a private variable that tells the bullet that it shouldn't trigger any on-kill effects (or you could do other things like detonate or remove the bullet).
Something like that in C# (or close to C#, it's been a while):
Thanks for your input! The other commenters pointed out that I can use Godot's
is_instance_valid()
function to check if the bullet's owner exists before attempting to call anything on it, so will be reworking the system to use #2 + that.