Add Cooldown to raygun
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@ -655,6 +655,7 @@ MonoBehaviour:
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BulletHitLayer:
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serializedVersion: 2
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m_Bits: 512
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Cooldown: 1
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Lerpables:
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- {fileID: 2566772175078312154}
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- {fileID: 1798037817325599949}
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@ -12,7 +12,7 @@ namespace NeonTea.Quakeball.Networking.Instances {
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private NetChaperone Net;
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private Dictionary<ulong, NetPlayer> Players = new Dictionary<ulong, NetPlayer>();
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public Dictionary<ulong, NetPlayer> Players { get; private set; } = new Dictionary<ulong, NetPlayer>();
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public List<NetPlayer> PlayerList { get; private set; } = new List<NetPlayer>();
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private ulong PlayerIdCounter;
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@ -29,6 +29,7 @@ namespace NeonTea.Quakeball.Players {
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public Transform CameraRoot;
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public Transform BulletSourcePoint;
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public LayerMask BulletHitLayer;
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public float Cooldown;
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[Header("Visuals")]
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public DesyncLerper[] Lerpables;
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@ -87,6 +88,8 @@ namespace NeonTea.Quakeball.Players {
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private CharacterController CharacterController;
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private Vector3 FeetPosition;
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private float LastShot;
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/// <summary>Creates a PlayerUpdatePckt representing this Player's current status, for sending to other peers.</summary>
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public PlayerUpdatePckt CreateUpdatePacket(ulong id = 0) {
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return new PlayerUpdatePckt(MoveDirection, CurrentMoveStyle, Pitch, Yaw, id);
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@ -154,6 +157,15 @@ namespace NeonTea.Quakeball.Players {
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}
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public void Shoot() {
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float delta = Time.time - LastShot;
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if (Net.Singleton.Instance is Server) {
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float ping = ((Server)Net.Singleton.Instance).Players[NetId].Ping;
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delta += ping;
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}
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if (delta < Cooldown) {
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return;
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}
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LastShot = Time.time;
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Vector3 GunPoint = BulletSourcePoint.position;
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Vector3 ShotDelta = CameraRoot.forward * 1000f;
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