Russian roulette now ends after a player dies. Still need to let the minigame manager know and add logic for moving to the next game, cleanup, ending a round, etc
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@@ -58,6 +58,7 @@ public partial class Pawn : AnimatedEntity
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[BindComponent] public UserPawnController Controller { get; }
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[BindComponent] public PawnAnimator Animator { get; }
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[BindComponent] public PawnInventory Inventory { get; }
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public override Ray AimRay => new Ray( EyePosition, EyeRotation.Forward );
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@@ -71,12 +72,7 @@ public partial class Pawn : AnimatedEntity
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EnableDrawing = true;
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EnableHideInFirstPerson = true;
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EnableShadowInFirstPerson = true;
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}
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public void Respawn()
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{
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Components.Create<UserPawnController>();
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Components.Create<PawnAnimator>();
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SetupPhysicsFromModel( PhysicsMotionType.Keyframed );
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}
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public void DressFromClient( IClient cl )
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@@ -91,6 +87,7 @@ public partial class Pawn : AnimatedEntity
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SimulateRotation();
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Controller?.Simulate( cl );
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Animator?.Simulate();
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Inventory?.ActiveWeapon?.Simulate( cl );
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}
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public override void BuildInput()
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@@ -130,4 +127,15 @@ public partial class Pawn : AnimatedEntity
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EyeRotation = Rotation.Slerp( Rotation, idealRotation, Time.Delta * 10f );
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Rotation = EyeRotation;
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}
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public void LookAt( Vector3 position )
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{
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Rotation = Rotation.LookAt( (position - this.Position).Normal, Vector3.Up );
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EyePosition = position;
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}
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public override void TakeDamage( DamageInfo info )
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{
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base.TakeDamage( info );
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}
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}
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