Make weapon switching work
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@ -381,7 +381,7 @@ Animator:
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@ -1,7 +1,7 @@
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using UnityEngine;
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using System;
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.InputSystem;
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using NeonTea.Quakeball.Interface;
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using NeonTea.Quakeball.Interface;
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using NeonTea.Quakeball.Networking;
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using NeonTea.Quakeball.Networking.Packets;
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using NeonTea.Quakeball.Networking.Packets;
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namespace NeonTea.Quakeball.Players {
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namespace NeonTea.Quakeball.Players {
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@ -20,6 +20,8 @@ namespace NeonTea.Quakeball.Players {
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private InputAction ShootAction;
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private InputAction ShootAction;
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private InputAction SwitchUpAction;
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private InputAction SwitchUpAction;
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private InputAction[] WeaponSwitchActions = new InputAction[9];
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private float PreviousPlayerUpdate = -1;
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private float PreviousPlayerUpdate = -1;
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private float PreviousPlayerFullSync = -1;
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private float PreviousPlayerFullSync = -1;
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private bool WantsToJump = false;
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private bool WantsToJump = false;
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@ -53,15 +55,17 @@ namespace NeonTea.Quakeball.Players {
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Networking.Net.Singleton.Instance.LocalPlayerAction(PlayerAction.Shoot, shootData);
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Networking.Net.Singleton.Instance.LocalPlayerAction(PlayerAction.Shoot, shootData);
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}
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}
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Player.Shoot();
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Player.Shoot();
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};/*
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};
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ShootAction = new InputAction("Shoot", binding: "<Mouse>/leftButton");
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Action<InputAction.CallbackContext> CreateLambda(int number) {
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ShootAction.performed += _ => {
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return (context) => {
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if (Networking.Net.Singleton.Instance != null) {
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Player.SwitchItem(number);
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ShootData shootData = new ShootData(Player.Pitch, Player.Yaw, Player.CreateSyncPacket());
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Player.CurrentItem.Animator.enabled = true;
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Networking.Net.Singleton.Instance.LocalPlayerAction(PlayerAction.Shoot, shootData);
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};
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}
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}
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Player.Shoot();
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for (int i = 0; i < 9; i++) {
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};*/
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WeaponSwitchActions[i] = new InputAction($"Switch to weapon {i + 1}", binding: $"<Keyboard>/{i + 1}");
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WeaponSwitchActions[i].performed += CreateLambda(i);
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}
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Terminal.Singleton.RegisterCommand("tp", args => {
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Terminal.Singleton.RegisterCommand("tp", args => {
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if (args.Length != 3) {
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if (args.Length != 3) {
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@ -79,6 +83,9 @@ namespace NeonTea.Quakeball.Players {
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LookAction.Disable();
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LookAction.Disable();
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MoveAction.Disable();
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MoveAction.Disable();
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ShootAction.Disable();
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ShootAction.Disable();
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foreach (InputAction action in WeaponSwitchActions) {
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action.Disable();
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}
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Cursor.lockState = CursorLockMode.None;
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Cursor.lockState = CursorLockMode.None;
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Cursor.visible = true;
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Cursor.visible = true;
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} else {
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} else {
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@ -87,6 +94,9 @@ namespace NeonTea.Quakeball.Players {
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LookAction.Enable();
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LookAction.Enable();
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MoveAction.Enable();
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MoveAction.Enable();
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ShootAction.Enable();
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ShootAction.Enable();
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foreach (InputAction action in WeaponSwitchActions) {
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action.Enable();
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}
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Cursor.visible = false;
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Cursor.visible = false;
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Cursor.lockState = CursorLockMode.Locked;
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Cursor.lockState = CursorLockMode.Locked;
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}
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}
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@ -224,9 +224,13 @@ namespace NeonTea.Quakeball.Players {
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CurrentItem.SwitchedOut();
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CurrentItem.SwitchedOut();
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}
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}
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GameObject obj = GameObject.Instantiate(PossibleItems[index]);
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GameObject obj = GameObject.Instantiate(PossibleItems[index]);
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Vector3 localPos = obj.transform.localPosition;
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Vector3 localPos = obj.transform.localPosition;
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Quaternion localRot = obj.transform.localRotation;
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obj.transform.parent = ItemRoot.transform;
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obj.transform.parent = ItemRoot.transform;
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obj.transform.localPosition = localPos;
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obj.transform.localPosition = localPos;
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obj.transform.localRotation = localRot;
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CurrentItem = obj.GetComponent<Item>();
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CurrentItem = obj.GetComponent<Item>();
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CurrentItem.Holder = this;
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CurrentItem.Holder = this;
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CurrentItem.Switched();
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CurrentItem.Switched();
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