got racers animated and racing
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@@ -15,13 +15,13 @@ public class RussianRouletteMinigame : Minigame
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{
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public override string Name => "Russian Roulette";
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private List<Lucker> Players { get; set; }
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private Pawn Shooter { get; set; }
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private Entities.Racer Shooter { get; set; }
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private const float ShooterDistance = 80f;
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private const float TimeBetweenShots = 7f;
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private int Taunted = 0;
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private List<Pawn> DeadVictims => Players
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.Select( player => player.Pawn as Pawn )
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private List<Entities.Racer> DeadVictims => Players
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.Select( player => player.Pawn as Entities.Racer )
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.Where( pawn => !pawn.IsValid || pawn.LifeState != LifeState.Alive )
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.ToList();
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@@ -30,7 +30,7 @@ public class RussianRouletteMinigame : Minigame
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public override void Initialize( List<Lucker> players )
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{
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Players = players;
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Shooter = new Pawn();
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Shooter = new Entities.Racer();
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var shooterInventory = Shooter.Components.Create<PawnInventory>();
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shooterInventory.AddWeapon( new RussianPistol() );
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@@ -45,7 +45,7 @@ public class RussianRouletteMinigame : Minigame
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{
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var player = pair.Player;
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var index = pair.Index;
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var pawn = new Pawn();
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var pawn = new Entities.Racer();
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pawn.Name = player.Name;
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pawn.Tags.Add( "victim" );
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pawn.Health = 1;
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@@ -83,7 +83,7 @@ public class RussianRouletteMinigame : Minigame
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}
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else if ( TimeSinceShot > TimeBetweenShots * .8f && Taunted == 1)
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{
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var victim = Players.Select( player => player.Pawn as Pawn )
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var victim = Players.Select( player => player.Pawn as Racer )
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.OrderBy( _ => Guid.NewGuid() )
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.FirstOrDefault();
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Shooter.LookAt( victim.Position );
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