Make it so you can't shoot dead bodies
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41ac280e02
commit
7f7762e606
@ -843,6 +843,9 @@ MonoBehaviour:
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Body: {fileID: 7391558913662534769}
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Body: {fileID: 7391558913662534769}
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Gun: {fileID: 1865991757674780053}
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Gun: {fileID: 1865991757674780053}
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GunBobber: {fileID: 2075495528035690810}
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GunBobber: {fileID: 2075495528035690810}
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DisabledOnDeath:
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- {fileID: 7391558912582364398}
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- {fileID: 7391558913556166741}
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CameraRoot: {fileID: 4833458671639168932}
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CameraRoot: {fileID: 4833458671639168932}
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BulletSourcePoint: {fileID: 2637233632139837434}
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BulletSourcePoint: {fileID: 2637233632139837434}
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BulletHitLayer:
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BulletHitLayer:
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@ -870,6 +873,7 @@ MonoBehaviour:
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GravitationalVelocity: {x: 0, y: 0, z: 0}
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GravitationalVelocity: {x: 0, y: 0, z: 0}
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GroundedTime: 0
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GroundedTime: 0
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NetId: 0
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NetId: 0
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IsDead: 0
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LatestGroundedY: 0
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LatestGroundedY: 0
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GroundCastLength: 0.2
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GroundCastLength: 0.2
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GroundLayer:
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GroundLayer:
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@ -25,6 +25,9 @@ namespace NeonTea.Quakeball.Players {
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public Transform Gun;
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public Transform Gun;
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public Animator GunBobber;
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public Animator GunBobber;
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[Tooltip("GameObjects that are disabled on death and re-enabled on respawn.")]
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public GameObject[] DisabledOnDeath;
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[Header("Shooting")]
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[Header("Shooting")]
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[Tooltip("For raycasting the shoot target.")]
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[Tooltip("For raycasting the shoot target.")]
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public Transform CameraRoot;
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public Transform CameraRoot;
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@ -230,6 +233,9 @@ namespace NeonTea.Quakeball.Players {
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}
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}
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TimeofDeath = Time.time;
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TimeofDeath = Time.time;
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MoveDirection = Vector3.zero;
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MoveDirection = Vector3.zero;
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foreach (GameObject obj in DisabledOnDeath) {
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obj.SetActive(false);
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}
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IsDead = true;
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IsDead = true;
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}
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}
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@ -240,6 +246,9 @@ namespace NeonTea.Quakeball.Players {
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Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput -= 1;
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Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput -= 1;
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}
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}
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transform.position = location;
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transform.position = location;
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foreach (GameObject obj in DisabledOnDeath) {
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obj.SetActive(true);
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}
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IsDead = false;
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IsDead = false;
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}
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}
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