Fixing networked interaction handler
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f553471278
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990d992276
@ -48,17 +48,10 @@ namespace Item
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private GameObject targetObject;
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private float timeSinceLightDuration;
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public bool IsLightOn => targetingLight.gameObject.activeSelf;
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//private Dictionary<int,float> projectiles = new Dictionary<int, float>();
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public override void OnStartClient()
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{
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base.OnStartClient();
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if (!IsOwner)
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{
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this.enabled = false;
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}
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}
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// Start is called before the first frame update
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private void Start()
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{
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@ -48,16 +48,16 @@ public class PlayerInteractionHandler : NetworkBehaviour
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public Item.Inventory Inventory => invent;
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public bool IsCarrying => heavyInvent != null;
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public bool GunEnabled { get; private set; }
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public Transform CarryingPos => carryingPos;
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private bool inputEnbaled = true;
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public override void OnStartClient()
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{
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base.OnStartClient();
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if (!base.IsOwner)
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{
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this.enabled = false;
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}
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inputEnbaled = IsOwner;
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}
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// Start is called before the first frame update
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@ -87,9 +87,9 @@ public class PlayerInteractionHandler : NetworkBehaviour
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return;
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}
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if (manager.IsPaused || isDead) return;
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if ((manager.IsPaused || isDead)&&!inputEnbaled) return;
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if (Input.GetButtonDown("Fire1") || fireDown.IsDown())
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if ((Input.GetButtonDown("Fire1") || fireDown.IsDown())&&inputEnbaled)
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{
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if (GunEnabled)
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{
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@ -169,7 +169,7 @@ public class PlayerInteractionHandler : NetworkBehaviour
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}
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}
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if (Input.GetButtonDown("Fire2"))
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if (Input.GetButtonDown("Fire2")&&inputEnbaled)
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{
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//print(this.GunEnabled);
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if (!GunEnabled)
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@ -185,7 +185,7 @@ public class PlayerInteractionHandler : NetworkBehaviour
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}
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}
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if (Input.GetButtonDown("Fire3"))
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if (Input.GetButtonDown("Fire3")&&inputEnbaled)
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if (!IsCarrying)
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{
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GunEnabled = !GunEnabled;
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@ -201,14 +201,14 @@ public class PlayerInteractionHandler : NetworkBehaviour
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DisableFlashlight();
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var aimAxis = Input.GetAxis("Aim");
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if (aimAxis > 0.5f)
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pistol.aimMode = Item.PistolComponent.AimMode.CAMERA;
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else
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pistol.aimMode = Item.PistolComponent.AimMode.MODIFIED;
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}
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shift.SetCenter(!GunEnabled);
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if(!inputEnbaled)
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shift.SetCenter(!GunEnabled);
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}
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