got racers animated and racing
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@@ -7,7 +7,7 @@ namespace LuckerGame.Entities;
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/// <summary>
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/// Represents an entity in the world. Could be controlled by a Lucker or a minigame
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/// </summary>
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public partial class Pawn : AnimatedEntity
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public partial class Racer : AnimatedEntity
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{
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[ClientInput]
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public Vector3 InputDirection { get; set; }
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@@ -14,7 +14,7 @@ public partial class Weapon : AnimatedEntity
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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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public Racer Pawn => Owner as Racer;
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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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@@ -63,10 +63,10 @@ public partial class Weapon : AnimatedEntity
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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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/// Called when <see cref="Racer.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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public void OnEquip( Racer pawn )
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{
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Owner = pawn;
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SetParent( pawn, true );
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@@ -86,7 +86,7 @@ public partial class Weapon : AnimatedEntity
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}
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/// <summary>
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/// Called from <see cref="Pawn.Simulate(IClient)"/>.
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/// Called from <see cref="Racer.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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