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6 Commits
bdb25fd3ce
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fixed-came
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b9dbe07e1f | ||
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4a338d9502 | ||
| 39b9f71801 | |||
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ef88c51454 | ||
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35be78c341 | ||
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5c0a454b79 |
@@ -21,19 +21,27 @@ public partial class MinigameManager : Entity
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FindMinigames();
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}
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public void StartRandomMinigame(List<Lucker> players)
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public void StartMinigame(List<Lucker> players, string minigameName = null)
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{
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if (CheckForMinigames())
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{
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LoadedMinigame = string.IsNullOrEmpty( minigameName ) ? AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault() : TypeLibrary.Create<Minigame>( minigameName );
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ChatBox.AddInformation( To.Everyone, $"Starting {LoadedMinigame.Name}" );
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LoadedMinigame.Initialize( players );
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}
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}
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private bool CheckForMinigames()
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{
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if ( (AvailableMinigames?.Count ?? 0) == 0 )
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{
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Log.Error( "Attempted to start minigame, but none available" );
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return;
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return false;
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}
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LoadedMinigame = AvailableMinigames.OrderBy( _ => Guid.NewGuid() ).FirstOrDefault();
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ChatBox.AddInformation( To.Everyone, $"Starting {LoadedMinigame.Name}" );
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LoadedMinigame.Initialize( players );
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return true;
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}
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private void FindMinigames()
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{
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AvailableMinigames = TypeLibrary.GetTypes<Minigame>()
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@@ -17,7 +17,7 @@ public partial class RoundManager : Entity
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/// The minigame manager we should be using to manage minigames
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/// </summary>
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private MinigameManager MinigameManager { get; set; }
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/// <summary>
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/// This percentage of the lobby must be ready to start the countdown for round start
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/// </summary>
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@@ -27,30 +27,30 @@ public partial class RoundManager : Entity
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/// The number of seconds from the timer starting before the round starts
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/// </summary>
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private const float RoundStartCountdownSeconds = 5f;
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/// <summary>
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/// The state of the current round
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/// </summary>
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[Net] public RoundState RoundState { get; private set; }
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#region Countdown State
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/// <summary>
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/// How long since we started counting down to game start. Only useful if in the StartCountdown state.
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/// </summary>
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[Net] public TimeSince TimeSinceCountdownStarted { get; set; }
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/// <summary>
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/// The number of seconds left in the countdown. Only useful if in the StartCountdown state.
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/// </summary>
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public int SecondsLeftInCountdown => (int)Math.Ceiling( RoundStartCountdownSeconds - TimeSinceCountdownStarted );
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#endregion
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#region In Progress State
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private const int MinigamesPerRound = 1;
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private int MinigamesLeftInRound { get; set; }
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private List<Lucker> Players { get; set; }
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#endregion
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@@ -110,7 +110,7 @@ public partial class RoundManager : Entity
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}
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}
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private void StartRound()
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private void StartRound( string minigameName = null )
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{
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if ( RoundState == RoundState.InProgress )
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{
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@@ -120,12 +120,12 @@ public partial class RoundManager : Entity
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RoundState = RoundState.InProgress;
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Players = All.OfType<Lucker>().ToList();
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MinigameManager.StartRandomMinigame( Players );
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MinigameManager.StartMinigame( Players, minigameName );
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}
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[ConCmd.Server("start_round")]
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public static void ForceStart()
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[ConCmd.Server( "start_round" )]
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public static void ForceStart( string minigameName = null )
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{
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Entity.All.OfType<RoundManager>().FirstOrDefault()?.StartRound();
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Entity.All.OfType<RoundManager>().FirstOrDefault()?.StartRound( minigameName );
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}
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}
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@@ -3,7 +3,7 @@ using Sandbox;
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namespace LuckerGame.Components.Lucker.Cameras;
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public abstract class AbstractCamera : EntityComponent<Entities.Lucker>, ISingletonComponent
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public abstract partial class AbstractCamera : EntityComponent<Entities.Lucker>, ISingletonComponent
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{
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public virtual bool ShouldShowCursor => false;
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protected Vector3 CameraPosition { get; set; }
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@@ -16,11 +16,11 @@ public abstract class AbstractCamera : EntityComponent<Entities.Lucker>, ISingle
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/// Handles any input-independent camera updates (ie following a pawn)
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/// </summary>
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protected abstract void UpdateCameraParameters();
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/// <summary>
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/// Handles any input dependent camera updates (ie moving around a top down cam)
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/// </summary>
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public abstract void BuildInput();
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public virtual void BuildInput() { }
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/// <summary>
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/// Applies Camera parameters to the static Camera
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41
code/EntityComponents/Lucker/Cameras/FixedCamera.cs
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41
code/EntityComponents/Lucker/Cameras/FixedCamera.cs
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@@ -0,0 +1,41 @@
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using Sandbox;
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namespace LuckerGame.Components.Lucker.Cameras;
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public partial class FixedCamera : AbstractCamera, ISingletonComponent
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{
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[Net] public float FieldOfViewValue { get; set; } = 70f;
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public override bool ShouldShowCursor => true;
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protected override void UpdateCameraParameters()
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{
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FieldOfView = FieldOfViewValue;
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FirstPersonViewer = null;
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SoundSource = new Transform { Position = CameraPosition };
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}
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/// <summary>
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/// ClientRpc doesn't allow for nullable versions of non-nullable types
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/// so here we are
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/// </summary>
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public void UpdateCameraPositionRotation( Vector3? position = null, Rotation? rotation = null )
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{
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CameraPosition = (Vector3)(position.Equals( null ) ? CameraPosition : position);
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CameraRotation = (Rotation)(rotation.Equals( null ) ? CameraRotation : rotation);
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}
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[ClientRpc]
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public void LookAt( Vector3 position )
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{
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UpdateCameraPositionRotation( position );
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}
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[ClientRpc]
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public void LookAt( Rotation rotation )
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{
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UpdateCameraPositionRotation( rotation: rotation );
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}
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[ClientRpc]
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public void LookAt( Vector3 position, Rotation rotation )
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{
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UpdateCameraPositionRotation( position, rotation );
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}
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}
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52
code/Minigames/TerryRaces/TerryRacesMinigame.cs
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52
code/Minigames/TerryRaces/TerryRacesMinigame.cs
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@@ -0,0 +1,52 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using LuckerGame.Components.Lucker.Cameras;
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using LuckerGame.Components.Pawn;
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using LuckerGame.Entities;
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using Sandbox;
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using Sandbox.UI;
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namespace LuckerGame.Minigames.TerryRaces;
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[Library( "mg_terry_races" )]
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public class TerryRaces : Minigame
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{
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public override string Name => "Terry Races";
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private List<Lucker> Players { get; set; }
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private FixedCamera camera;
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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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// Setup cameras for players
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Players.ForEach( player =>
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{
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camera = player.Components.Create<FixedCamera>();
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camera.LookAt( new Vector3( -110f, 4f, 180f ), Rotation.FromPitch( 45 ) );
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camera.FieldOfViewValue = 120f;
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} );
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Players.Select( ( player, i ) => (Player: player, Index: i) ).ToList().ForEach( pair =>
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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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pawn.Name = player.Name;
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pawn.Tags.Add( "victim" );
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pawn.Health = 1;
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player.Pawn = pawn;
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pawn.DressFromClient( player.Client );
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} );
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}
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public override void Tick()
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{
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}
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public override void Cleanup()
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{
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}
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}
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