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More weapon and hit box tweaks
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1de40154c7
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@ -142,7 +142,7 @@ impl Tool {
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recover_duration: Duration::from_millis(300),
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base_healthchange: (-120.0 * self.base_power()) as i32,
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range: 3.5,
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max_angle: 60.0,
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max_angle: 20.0,
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},
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LeapMelee {
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energy_cost: 800,
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@ -157,8 +157,8 @@ impl Tool {
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buildup_duration: Duration::from_millis(700),
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recover_duration: Duration::from_millis(150),
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base_healthchange: (-50.0 * self.base_power()) as i32,
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range: 3.0,
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max_angle: 15.0,
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range: 3.5,
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max_angle: 20.0,
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}],
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Bow(_) => vec![
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BasicRanged {
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@ -202,7 +202,7 @@ impl Tool {
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recover_duration: Duration::from_millis(400),
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base_healthchange: (-50.0 * self.base_power()) as i32,
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range: 3.5,
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max_angle: 60.0,
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max_angle: 20.0,
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},
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DashMelee {
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energy_cost: 700,
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@ -219,8 +219,8 @@ impl Tool {
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buildup_duration: Duration::from_millis(0),
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recover_duration: Duration::from_millis(300),
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base_healthchange: (-10.0 * self.base_power()) as i32,
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range: 10.0,
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max_angle: 45.0,
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range: 5.0,
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max_angle: 20.0,
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},
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BasicMelee {
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energy_cost: 350,
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@ -238,8 +238,8 @@ impl Tool {
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buildup_duration: Duration::from_millis(100),
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recover_duration: Duration::from_millis(300),
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base_healthchange: (-40.0 * self.base_power()) as i32,
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range: 10.0,
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max_angle: 45.0,
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range: 3.5,
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max_angle: 20.0,
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},
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BasicRanged {
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energy_cost: 0,
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@ -348,8 +348,8 @@ impl Tool {
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buildup_duration: Duration::from_millis(0),
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recover_duration: Duration::from_millis(1000),
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base_healthchange: -20,
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range: 5.0,
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max_angle: 60.0,
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range: 3.5,
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max_angle: 15.0,
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}],
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}
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}
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@ -73,7 +73,7 @@ impl LoadoutBuilder {
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recover_duration: Duration::from_millis(100),
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base_healthchange: -(body.base_dmg() as i32),
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range: body.base_range(),
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max_angle: 80.0,
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max_angle: 20.0,
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}),
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ability2: None,
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ability3: None,
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@ -57,7 +57,7 @@ impl CharacterBehavior for Data {
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data.updater.insert(data.entity, Attacking {
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base_healthchange: -(self.base_damage as i32),
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range: 3.5,
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max_angle: 180_f32.to_radians(),
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max_angle: 45_f32.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: 0.0,
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@ -121,11 +121,7 @@ impl CharacterBehavior for Data {
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// Move player forward while in first third of each stage
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if update.vel.0.magnitude_squared() < BASE_SPEED.powf(2.0) {
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update.vel.0 += data.dt.0
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* (if data.physics.on_ground {
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Vec3::new(0.0, 0.0, 500.0) // Jump upwards if on ground
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} else {
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Vec3::one()
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} + adjusted_accel * Vec3::from(data.ori.0.xy()));
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* ( adjusted_accel * Vec3::from(data.ori.0.xy()));
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let mag2 = update.vel.0.magnitude_squared();
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if mag2 > BASE_SPEED.powf(2.0) {
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update.vel.0 = update.vel.0.normalized() * BASE_SPEED;
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@ -149,10 +145,10 @@ impl CharacterBehavior for Data {
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data.updater.insert(data.entity, Attacking {
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base_healthchange: -(dmg as i32),
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range: 3.5,
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max_angle: 180_f32.to_radians(),
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max_angle: 45_f32.to_radians(),
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applied: false,
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hit_count: 0,
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knockback: 16.0,
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knockback: 10.0,
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});
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CharacterState::TripleStrike(Data {
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@ -137,9 +137,9 @@ impl<'a> System<'a> for Sys {
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energy_cost: 0,
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buildup_duration: Duration::from_millis(0),
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recover_duration: Duration::from_millis(400),
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base_healthchange: -60,
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range: 5.0,
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max_angle: 80.0,
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base_healthchange: -40,
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range: 3.5,
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max_angle: 15.0,
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}),
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ability2: None,
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ability3: None,
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