namespacing and multiplayer lobby
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@ -44,7 +44,7 @@ public class DoorInteractable : HeavyItemReceiver
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//print("DIST:" + dist);
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if (dist <= minAttractDist)
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{
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var _i = PlayerInteractionHandler.instance.Inventory;
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var _i = Player.PlayerInteractionHandler.instance.Inventory;
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Interact(ref _i, ref item);
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return true;
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}
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@ -62,7 +62,7 @@ public class PistolComponent : MonoBehaviour
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{
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if (shootLight.gameObject.activeSelf && timeSinceLightDuration > shootLightDuration)
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shootLight.gameObject.SetActive(false);
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if (aimMode == AimMode.CAMERA) targetObject.gameObject.transform.position = PlayerAim.active.targetPosition;
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if (aimMode == AimMode.CAMERA) targetObject.gameObject.transform.position = Player.PlayerAim.active.targetPosition;
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if (IsEnabled && aimMode != AimMode.CAMERA)
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{
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var ray = new Ray(transform.position, transform.up);
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@ -144,7 +144,7 @@ public class PistolComponent : MonoBehaviour
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if (offsetWithTargetBall || aimMode == AimMode.MODIFIED)
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{
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var ballCamVector = targetObject.transform.position -
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GetComponentInParent<PlayerMovementController>().cam.transform.position;
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GetComponentInParent<Player.PlayerMovementController>().cam.transform.position;
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var r = new Ray();
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r.origin = targetObject.transform.position;
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r.direction = ballCamVector.normalized;
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@ -157,7 +157,7 @@ public class PistolComponent : MonoBehaviour
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}
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else if (aimMode == AimMode.CAMERA)
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{
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var target = PlayerAim.active.targetPosition;
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var target = Player.PlayerAim.active.targetPosition;
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var lv = target - pRigid.transform.position;
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launchVector = lv.normalized;
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@ -18,7 +18,7 @@ public class SpecialItemCycler : MonoBehaviour
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[SerializeField] private List<ItemImageRef> shootableItems = new();
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[SerializeField] private PlayerInteractionHandler interactionHandler;
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[SerializeField] private Player.PlayerInteractionHandler interactionHandler;
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[SerializeField] private PistolComponent pistol;
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