got racers animated and racing

This commit is contained in:
mccarreon
2023-08-06 21:12:28 -07:00
parent 3e9d64cb00
commit bce1f8e1f7
10 changed files with 132 additions and 41 deletions

View File

@@ -14,7 +14,7 @@ public partial class Weapon : AnimatedEntity
/// <summary>
/// An accessor to grab our Pawn.
/// </summary>
public Pawn Pawn => Owner as Pawn;
public Racer Pawn => Owner as Racer;
/// <summary>
/// This'll decide which entity to fire effects from. If we're in first person, the View Model, otherwise, this.
@@ -63,10 +63,10 @@ public partial class Weapon : AnimatedEntity
}
/// <summary>
/// Called when <see cref="Pawn.SetActiveWeapon(Weapon)"/> is called for this weapon.
/// Called when <see cref="Racer.SetActiveWeapon(Weapon)"/> is called for this weapon.
/// </summary>
/// <param name="pawn"></param>
public void OnEquip( Pawn pawn )
public void OnEquip( Racer pawn )
{
Owner = pawn;
SetParent( pawn, true );
@@ -86,7 +86,7 @@ public partial class Weapon : AnimatedEntity
}
/// <summary>
/// Called from <see cref="Pawn.Simulate(IClient)"/>.
/// Called from <see cref="Racer.Simulate(IClient)"/>.
/// </summary>
/// <param name="player"></param>
public override void Simulate( IClient player )