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using UnityEngine;
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using NeonTea.Quakeball.Player;
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using NeonTea.Quakeball.Players;
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namespace NeonTea.Quakeball.Animation {
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/// <summary>Lags a little behind every frame to create a delay effect in the gun movement.</summary>
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.EventSystems;
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using NeonTea.Quakeball.Player;
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using NeonTea.Quakeball.Players;
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using TMPro;
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namespace NeonTea.Quakeball.Interface {
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NeonTea.Quakeball.Player;
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using NeonTea.Quakeball.Players;
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using NeonTea.Quakeball.Networking.Packets;
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using NeonTea.Quakeball.Interface;
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using NeonTea.Quakeball.TeaNet.Peers;
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using System.Collections.Generic;
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using UnityEngine;
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using NeonTea.Quakeball.Networking.Packets;
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using NeonTea.Quakeball.Player;
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using NeonTea.Quakeball.Players;
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using NeonTea.Quakeball.Interface;
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using NeonTea.Quakeball.TeaNet.Peers;
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using NeonTea.Quakeball.TeaNet.Packets;
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using UnityEngine;
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using NeonTea.Quakeball.Player;
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using NeonTea.Quakeball.Players;
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namespace NeonTea.Quakeball.Networking {
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public class NetPlayer {
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