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Increase movement speed, make npcs slower than players
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@ -165,7 +165,7 @@ impl ToolData {
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energy_cost: 400,
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energy_cost: 400,
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holdable: false,
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holdable: false,
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prepare_duration: Duration::from_millis(800),
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prepare_duration: Duration::from_millis(800),
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recover_duration: Duration::from_millis(300),
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recover_duration: Duration::from_millis(50),
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projectile: Projectile {
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projectile: Projectile {
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hit_ground: vec![
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hit_ground: vec![
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projectile::Effect::Explode { power: 1.4 },
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projectile::Effect::Explode { power: 1.4 },
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@ -9,8 +9,8 @@ use vek::vec::Vec2;
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pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
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pub const MOVEMENT_THRESHOLD_VEL: f32 = 3.0;
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const BASE_HUMANOID_ACCEL: f32 = 100.0;
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const BASE_HUMANOID_ACCEL: f32 = 100.0;
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const BASE_HUMANOID_SPEED: f32 = 150.0;
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const BASE_HUMANOID_SPEED: f32 = 170.0;
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const NPC_HUMANOID_SPEED: f32 = 150.0;
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const NPC_HUMANOID_SPEED: f32 = 170.0;
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const BASE_HUMANOID_AIR_ACCEL: f32 = 15.0;
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const BASE_HUMANOID_AIR_ACCEL: f32 = 15.0;
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const BASE_HUMANOID_AIR_SPEED: f32 = 8.0;
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const BASE_HUMANOID_AIR_SPEED: f32 = 8.0;
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const BASE_HUMANOID_WATER_ACCEL: f32 = 70.0;
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const BASE_HUMANOID_WATER_ACCEL: f32 = 70.0;
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@ -194,7 +194,7 @@ pub fn handle_respawn(server: &Server, entity: EcsEntity) {
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pub fn handle_explosion(server: &Server, pos: Vec3<f32>, power: f32, owner: Option<Uid>) {
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pub fn handle_explosion(server: &Server, pos: Vec3<f32>, power: f32, owner: Option<Uid>) {
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// Go through all other entities
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// Go through all other entities
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let hit_range = 2.0 * power;
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let hit_range = 3.0 * power;
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let ecs = &server.state.ecs();
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let ecs = &server.state.ecs();
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for (pos_b, ori_b, character_b, stats_b) in (
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for (pos_b, ori_b, character_b, stats_b) in (
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&ecs.read_storage::<comp::Pos>(),
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&ecs.read_storage::<comp::Pos>(),
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