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code/Entities/Weapons/Weapon.cs
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250
code/Entities/Weapons/Weapon.cs
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using Sandbox;
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using System.Collections.Generic;
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namespace LuckerGame.Entities.Weapons;
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public partial class Weapon : AnimatedEntity
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{
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/// <summary>
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/// The View Model's entity, only accessible clientside.
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/// </summary>
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public WeaponViewModel ViewModelEntity { get; protected set; }
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/// <summary>
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/// An accessor to grab our Pawn.
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/// </summary>
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public Pawn Pawn => Owner as Pawn;
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/// <summary>
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/// This'll decide which entity to fire effects from. If we're in first person, the View Model, otherwise, this.
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/// </summary>
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public AnimatedEntity EffectEntity => Camera.FirstPersonViewer == Owner ? ViewModelEntity : this;
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public virtual string ViewModelPath => null;
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public virtual string ModelPath => null;
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public virtual string ReloadSoundPath => null;
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public virtual string ReloadAnimPath => "reload";
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public virtual string WeaponName => "weapon";
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public virtual float ReloadDuration => 4f;
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private bool Reloading => TimeSinceReloadStarted < ReloadDuration;
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/// <summary>
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/// How often you can shoot this gun.
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/// </summary>
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public virtual float PrimaryRate => 5.0f;
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/// <summary>
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/// How long since we last shot this gun.
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/// </summary>
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[Net, Predicted] public TimeSince TimeSincePrimaryAttack { get; set; }
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[Net, Predicted] public TimeSince TimeSinceReloadStarted { get; set; }
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public virtual int MaxAmmo { get; }
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[Net] public int Ammo { get; set; }
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public override void Spawn()
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{
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EnableHideInFirstPerson = true;
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EnableShadowInFirstPerson = true;
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EnableDrawing = false;
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Ammo = MaxAmmo;
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if ( ModelPath != null )
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{
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SetModel( ModelPath );
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}
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}
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/// <summary>
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/// Called when <see cref="Pawn.SetActiveWeapon(Weapon)"/> is called for this weapon.
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/// </summary>
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/// <param name="pawn"></param>
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public void OnEquip( Pawn pawn )
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{
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Owner = pawn;
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SetParent( pawn, true );
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EnableDrawing = true;
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CreateViewModel( To.Single( pawn ) );
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}
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/// <summary>
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/// Called when the weapon is either removed from the player, or holstered.
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/// </summary>
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public void OnHolster()
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{
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EnableDrawing = false;
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DestroyViewModel( To.Single( Owner ) );
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}
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/// <summary>
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/// Called from <see cref="Pawn.Simulate(IClient)"/>.
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/// </summary>
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/// <param name="player"></param>
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public override void Simulate( IClient player )
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{
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Animate();
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if ( CanPrimaryAttack() )
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{
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using ( LagCompensation() )
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{
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TimeSincePrimaryAttack = 0;
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ReduceAmmoAndPrimaryAttack();
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}
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}
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else if ( CanReload() )
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{
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Reload();
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}
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}
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[ClientRpc]
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protected virtual void ReloadEffects()
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{
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Game.AssertClient();
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ViewModelEntity?.SetAnimParameter( "reload", true );
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}
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private void Reload()
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{
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ReloadEffects();
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Pawn.PlaySound( ReloadSoundPath );
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Ammo = MaxAmmo;
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Log.Info( $"Reload duration: {ReloadDuration}" );
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TimeSinceReloadStarted = 0;
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}
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private bool CanReload()
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{
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return Owner.IsValid && Input.Down( "reload" ) && Ammo < MaxAmmo && !Reloading;
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}
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/// <summary>
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/// Called every <see cref="Simulate(IClient)"/> to see if we can shoot our gun.
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/// </summary>
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/// <returns></returns>
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public virtual bool CanPrimaryAttack()
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{
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if ( !Owner.IsValid() || !Input.Down( "attack1" ) || Ammo == 0 || Reloading ) return false;
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var rate = PrimaryRate;
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if ( rate <= 0 ) return true;
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return TimeSincePrimaryAttack > (1 / rate);
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}
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private void ReduceAmmoAndPrimaryAttack()
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{
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Ammo--;
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PrimaryAttack();
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}
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/// <summary>
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/// Called when your gun shoots.
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/// </summary>
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public virtual void PrimaryAttack()
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{
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}
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/// <summary>
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/// Useful for setting anim parameters based off the current weapon.
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/// </summary>
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protected virtual void Animate()
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{
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}
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/// <summary>
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/// Does a trace from start to end, does bullet impact effects. Coded as an IEnumerable so you can return multiple
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/// hits, like if you're going through layers or ricocheting or something.
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/// </summary>
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public virtual IEnumerable<TraceResult> TraceBullet( Vector3 start, Vector3 end, float radius = 2.0f )
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{
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bool underWater = Trace.TestPoint( start, "water" );
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var trace = Trace.Ray( start, end )
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.UseHitboxes()
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.WithAnyTags( "solid", "player", "npc" )
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.Ignore( this )
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.Size( radius );
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//
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// If we're not underwater then we can hit water
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//
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if ( !underWater )
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trace = trace.WithAnyTags( "water" );
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var tr = trace.Run();
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if ( tr.Hit )
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yield return tr;
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}
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/// <summary>
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/// Shoot a single bullet
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/// </summary>
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public virtual void ShootBullet( Vector3 pos, Vector3 dir, float spread, float force, float damage, float bulletSize )
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{
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var forward = dir;
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forward += (Vector3.Random + Vector3.Random + Vector3.Random + Vector3.Random) * spread * 0.25f;
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forward = forward.Normal;
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//
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// ShootBullet is coded in a way where we can have bullets pass through shit
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// or bounce off shit, in which case it'll return multiple results
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//
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foreach ( var tr in TraceBullet( pos, pos + forward * 5000, bulletSize ) )
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{
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tr.Surface.DoBulletImpact( tr );
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if ( !Game.IsServer ) continue;
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if ( !tr.Entity.IsValid() ) continue;
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//
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// We turn predictiuon off for this, so any exploding effects don't get culled etc
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//
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using ( Prediction.Off() )
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{
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var damageInfo = DamageInfo.FromBullet( tr.EndPosition, forward * 100 * force, damage )
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.UsingTraceResult( tr )
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.WithAttacker( Owner )
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.WithWeapon( this );
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tr.Entity.TakeDamage( damageInfo );
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}
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}
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}
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/// <summary>
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/// Shoot a single bullet from owners view point
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/// </summary>
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public virtual void ShootBullet( float spread, float force, float damage, float bulletSize )
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{
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Game.SetRandomSeed( Time.Tick );
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var ray = Owner.AimRay;
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ShootBullet( ray.Position, ray.Forward, spread, force, damage, bulletSize );
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}
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[ClientRpc]
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public void CreateViewModel()
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{
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if ( ViewModelPath == null ) return;
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var vm = new WeaponViewModel( this );
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vm.Model = Model.Load( ViewModelPath );
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ViewModelEntity = vm;
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}
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[ClientRpc]
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public void DestroyViewModel()
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{
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if ( ViewModelEntity.IsValid() )
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{
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ViewModelEntity.Delete();
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}
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}
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}
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