Make dying disable inputs
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--- !u!65 &1782355449
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BoxCollider:
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@ -89,10 +89,7 @@ namespace NeonTea.Quakeball.Networking.Instances {
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}
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} else if (packet is PlayerUpdatePckt) {
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PlayerUpdatePckt updatePckt = (PlayerUpdatePckt)packet;
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if (Players[conn.uid].Controlled != null) {
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updatePckt.PlayerId = conn.uid;
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Players[conn.uid].Controlled.ProcessUpdatePacket(updatePckt);
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}
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HandleUpdatePckt(conn.uid, updatePckt);
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} else if (packet is PlayerSyncPacket) {
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PlayerSyncPacket syncPckt = (PlayerSyncPacket)packet;
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HandleSyncPckt(conn.uid, syncPckt);
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@ -138,8 +135,15 @@ namespace NeonTea.Quakeball.Networking.Instances {
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PlayerList.Remove(player);
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}
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private void HandleUpdatePckt(ulong uid, PlayerUpdatePckt pckt) {
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if (Players[uid].Controlled != null && !Players[uid].Controlled.IsDead) {
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pckt.PlayerId = uid;
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Players[uid].Controlled.ProcessUpdatePacket(pckt);
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}
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}
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private void HandleSyncPckt(ulong uid, PlayerSyncPacket pckt) {
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if (Players[uid].Controlled != null) {
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if (Players[uid].Controlled != null && !Players[uid].Controlled.IsDead) {
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pckt.PlayerId = uid;
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if (!Players[uid].Controlled.ProcessSyncPacket(pckt, false)) {
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Players[uid].Unsynced = true;
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@ -89,6 +89,9 @@ namespace NeonTea.Quakeball.Players {
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if (Time.time - PreviousPlayerUpdate >= 1f / Player.UpdateFrequency) {
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PreviousPlayerUpdate = Time.time;
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if (Player.IsDead) {
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return;
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}
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Vector2 MovementInput = MoveAction.ReadValue<Vector2>();
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Vector3 Move = new Vector3(MovementInput.x, 0, MovementInput.y);
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@ -223,12 +223,13 @@ namespace NeonTea.Quakeball.Players {
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if (IsDead) {
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return;
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}
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// Do something so the dead can not move even if they so wish.
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if (Net.Singleton.Instance != null && Net.Singleton.Instance.LocalPlayer.Id == NetId) {
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string name = $"Connection {killer}";
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GameObject.FindGameObjectWithTag("DeadScreen").GetComponent<DeadScreen>().StartCountdown(name);
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Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput += 1;
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}
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TimeofDeath = Time.time;
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MoveDirection = Vector3.zero;
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IsDead = true;
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}
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@ -236,6 +237,7 @@ namespace NeonTea.Quakeball.Players {
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public void Respawn(Vector3 location) {
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if (Net.Singleton.Instance != null && Net.Singleton.Instance.LocalPlayer.Id == NetId) {
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GameObject.FindGameObjectWithTag("DeadScreen").GetComponent<DeadScreen>().Open = false;
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Net.Singleton.Instance.LocalPlayer.Controlled.GetComponent<LocalPlayer>().DisableInput -= 1;
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}
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transform.position = location;
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IsDead = false;
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