Network fixes 2
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@ -1,3 +1,4 @@
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using FishNet.Object;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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@ -46,7 +47,9 @@ namespace Item
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isEnabled = true;
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}
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public abstract bool Interact();
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[ServerRpc]
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public abstract bool Interact(ref Inventory inventory, ref HeavyInteractableItem heavyInvent);
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protected void BaseAwake()
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@ -138,7 +138,7 @@ namespace Item
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shootLight.gameObject.SetActive(true);
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// var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
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var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
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var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
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InstanceFinder.ServerManager.Spawn(projectile); //var projectile = Instantiate(projectilePrefab, bulletSpawnPoint);
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//InstanceFinder.ServerManager.Spawn(projectile);
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@ -1,3 +1,4 @@
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using FishNet.Object;
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using UnityEngine;
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namespace Player
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@ -46,7 +47,7 @@ namespace Player
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timeSinceLastShot -= Time.deltaTime;
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}
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[ServerRpc]
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public void ShotFired()
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{
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timeSinceLastShot = shootNoiseDuration;
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@ -198,14 +198,17 @@ public class PlayerInteractionHandler : NetworkBehaviour
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if (Input.GetButtonDown("Fire3")&&inputEnbaled)
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if (!IsCarrying)
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{
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if(!IsServer)
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SwitchWeaponMode();
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GunEnabled = !GunEnabled;
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if (!GunEnabled)
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pistol.Disable();
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pistol.gameObject.SetActive(GunEnabled);
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if (GunEnabled)
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pistol.Enable();
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SwitchWeaponMode();
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if (!IsServer) {
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GunEnabled = !GunEnabled;
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if (!GunEnabled)
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pistol.Disable();
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pistol.gameObject.SetActive(GunEnabled);
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if (GunEnabled)
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pistol.Enable();
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}
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}
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if (GunEnabled)
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