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https://gitlab.com/veloren/veloren.git
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Added min fall off to explosions.
This commit is contained in:
parent
098c10eb39
commit
2b447852fd
@ -6,6 +6,7 @@ BasicRanged(
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damage: 13.0,
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damage: 13.0,
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radius: 5.0,
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radius: 5.0,
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energy_regen: 0,
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energy_regen: 0,
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min_falloff: 0.5,
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),
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),
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projectile_body: Object(BoltFire),
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projectile_body: Object(BoltFire),
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/*projectile_light: Some(LightEmitter {
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/*projectile_light: Some(LightEmitter {
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@ -6,6 +6,7 @@ BasicRanged(
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damage: 10.0,
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damage: 10.0,
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radius: 5.0,
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radius: 5.0,
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energy_regen: 5.0,
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energy_regen: 5.0,
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min_falloff: 0.5,
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),
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),
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projectile_body: Object(BoltFire),
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projectile_body: Object(BoltFire),
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/*projectile_light: Some(LightEmitter {
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/*projectile_light: Some(LightEmitter {
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@ -6,6 +6,7 @@ BasicRanged(
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damage: 10.0,
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damage: 10.0,
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radius: 5.0,
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radius: 5.0,
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energy_regen: 5.0,
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energy_regen: 5.0,
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min_falloff: 0.5,
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),
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),
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projectile_body: Object(BoltFire),
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projectile_body: Object(BoltFire),
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/*projectile_light: Some(LightEmitter {
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/*projectile_light: Some(LightEmitter {
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@ -6,6 +6,7 @@ BasicRanged(
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damage: 50.0,
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damage: 50.0,
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knockback: 18.0,
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knockback: 18.0,
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radius: 5.0,
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radius: 5.0,
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min_falloff: 0.75,
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),
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),
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projectile_body: Object(ClayRocket),
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projectile_body: Object(ClayRocket),
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projectile_light: None,
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projectile_light: None,
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@ -6,6 +6,7 @@ BasicRanged(
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damage: 20.0,
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damage: 20.0,
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knockback: 25.0,
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knockback: 25.0,
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radius: 5.0,
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radius: 5.0,
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min_falloff: 0.6,
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),
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),
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projectile_body: Object(Pumpkin),
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projectile_body: Object(Pumpkin),
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projectile_light: None,
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projectile_light: None,
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@ -6,6 +6,7 @@ BasicRanged(
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damage: 26.0,
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damage: 26.0,
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radius: 5.0,
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radius: 5.0,
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energy_regen: 0,
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energy_regen: 0,
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min_falloff: 0.5,
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),
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),
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projectile_body: Object(FireworkPurple),
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projectile_body: Object(FireworkPurple),
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/*projectile_light: Some(LightEmitter {
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/*projectile_light: Some(LightEmitter {
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@ -5,6 +5,7 @@ BasicRanged(
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projectile: NecroticSphere(
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projectile: NecroticSphere(
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damage: 45.0,
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damage: 45.0,
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radius: 5.0,
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radius: 5.0,
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min_falloff: 0.9,
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),
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),
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projectile_body: Object(FireworkPurple),
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projectile_body: Object(FireworkPurple),
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projectile_speed: 100.0,
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projectile_speed: 100.0,
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@ -6,6 +6,7 @@ BasicRanged(
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damage: 13.0,
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damage: 13.0,
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radius: 5.0,
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radius: 5.0,
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energy_regen: 0,
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energy_regen: 0,
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min_falloff: 0.5,
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),
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),
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projectile_body: Object(FireworkPurple),
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projectile_body: Object(FireworkPurple),
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/*projectile_light: Some(LightEmitter {
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/*projectile_light: Some(LightEmitter {
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@ -5,6 +5,7 @@ BasicRanged(
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projectile: Frostball(
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projectile: Frostball(
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damage: 12.0,
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damage: 12.0,
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radius: 5.0,
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radius: 5.0,
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min_falloff: 0.5,
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),
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),
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projectile_body: Object(BoltFire), // TODO: Get ice projectile model
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projectile_body: Object(BoltFire), // TODO: Get ice projectile model
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/*projectile_light: Some(LightEmitter {
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/*projectile_light: Some(LightEmitter {
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@ -5,6 +5,7 @@ BasicRanged(
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projectile: Snowball(
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projectile: Snowball(
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damage: 20.0,
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damage: 20.0,
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radius: 5.0,
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radius: 5.0,
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min_falloff: 0.7,
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),
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),
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projectile_body: Object(Snowball),
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projectile_body: Object(Snowball),
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projectile_speed: 60.0,
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projectile_speed: 60.0,
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@ -6,6 +6,7 @@ BasicRanged(
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damage: 9.0,
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damage: 9.0,
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radius: 4.0,
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radius: 4.0,
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energy_regen: 6.0,
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energy_regen: 6.0,
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min_falloff: 0.5,
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),
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),
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projectile_body: Object(BoltFire),
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projectile_body: Object(BoltFire),
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projectile_speed: 60.0,
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projectile_speed: 60.0,
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@ -6,6 +6,7 @@ BasicRanged(
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damage: 6.0,
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damage: 6.0,
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radius: 5.0,
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radius: 5.0,
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energy_regen: 5.0,
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energy_regen: 5.0,
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min_falloff: 0.5,
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),
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),
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projectile_body: Object(BoltFire),
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projectile_body: Object(BoltFire),
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/*projectile_light: Some(LightEmitter {
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/*projectile_light: Some(LightEmitter {
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@ -54,29 +54,35 @@ pub enum ProjectileConstructor {
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damage: f32,
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damage: f32,
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radius: f32,
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radius: f32,
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energy_regen: f32,
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energy_regen: f32,
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min_falloff: f32,
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},
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},
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Frostball {
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Frostball {
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damage: f32,
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damage: f32,
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radius: f32,
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radius: f32,
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min_falloff: f32,
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},
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},
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NecroticSphere {
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NecroticSphere {
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damage: f32,
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damage: f32,
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radius: f32,
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radius: f32,
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min_falloff: f32,
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},
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},
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Possess,
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Possess,
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ClayRocket {
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ClayRocket {
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damage: f32,
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damage: f32,
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radius: f32,
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radius: f32,
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knockback: f32,
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knockback: f32,
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min_falloff: f32,
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},
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},
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Snowball {
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Snowball {
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damage: f32,
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damage: f32,
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radius: f32,
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radius: f32,
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min_falloff: f32,
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},
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},
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ExplodingPumpkin {
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ExplodingPumpkin {
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damage: f32,
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damage: f32,
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radius: f32,
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radius: f32,
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knockback: f32,
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knockback: f32,
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min_falloff: f32,
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},
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},
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}
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}
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@ -141,6 +147,7 @@ impl ProjectileConstructor {
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damage,
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damage,
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radius,
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radius,
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energy_regen,
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energy_regen,
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min_falloff,
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} => {
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} => {
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let energy = AttackEffect::new(None, CombatEffect::EnergyReward(energy_regen))
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let energy = AttackEffect::new(None, CombatEffect::EnergyReward(energy_regen))
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.with_requirement(CombatRequirement::AnyDamage);
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.with_requirement(CombatRequirement::AnyDamage);
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@ -164,6 +171,7 @@ impl ProjectileConstructor {
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],
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],
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radius,
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radius,
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reagent: Some(Reagent::Red),
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reagent: Some(Reagent::Red),
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min_falloff,
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};
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};
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Projectile {
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Projectile {
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hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
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hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
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@ -175,7 +183,11 @@ impl ProjectileConstructor {
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is_point: true,
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is_point: true,
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}
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}
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},
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},
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Frostball { damage, radius } => {
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Frostball {
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damage,
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radius,
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min_falloff,
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} => {
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let damage = AttackDamage::new(
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let damage = AttackDamage::new(
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Damage {
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Damage {
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source: DamageSource::Explosion,
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source: DamageSource::Explosion,
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@ -192,6 +204,7 @@ impl ProjectileConstructor {
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effects: vec![RadiusEffect::Attack(attack)],
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effects: vec![RadiusEffect::Attack(attack)],
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radius,
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radius,
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reagent: Some(Reagent::White),
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reagent: Some(Reagent::White),
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min_falloff,
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};
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};
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Projectile {
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Projectile {
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hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
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hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
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@ -203,7 +216,11 @@ impl ProjectileConstructor {
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is_point: true,
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is_point: true,
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}
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}
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},
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},
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NecroticSphere { damage, radius } => {
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NecroticSphere {
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damage,
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radius,
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min_falloff,
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} => {
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let damage = AttackDamage::new(
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let damage = AttackDamage::new(
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Damage {
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Damage {
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source: DamageSource::Explosion,
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source: DamageSource::Explosion,
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@ -220,6 +237,7 @@ impl ProjectileConstructor {
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effects: vec![RadiusEffect::Attack(attack)],
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effects: vec![RadiusEffect::Attack(attack)],
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radius,
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radius,
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reagent: Some(Reagent::Purple),
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reagent: Some(Reagent::Purple),
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min_falloff,
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};
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};
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Projectile {
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Projectile {
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hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
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hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
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@ -244,6 +262,7 @@ impl ProjectileConstructor {
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damage,
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damage,
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radius,
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radius,
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knockback,
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knockback,
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min_falloff,
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} => {
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} => {
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let knockback = AttackEffect::new(
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let knockback = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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Some(GroupTarget::OutOfGroup),
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@ -272,6 +291,7 @@ impl ProjectileConstructor {
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],
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],
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radius,
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radius,
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reagent: Some(Reagent::Red),
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reagent: Some(Reagent::Red),
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min_falloff,
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};
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};
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Projectile {
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Projectile {
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hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
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hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
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@ -283,7 +303,11 @@ impl ProjectileConstructor {
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is_point: true,
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is_point: true,
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}
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}
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},
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},
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Snowball { damage, radius } => {
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Snowball {
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damage,
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radius,
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min_falloff,
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} => {
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let damage = AttackDamage::new(
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let damage = AttackDamage::new(
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Damage {
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Damage {
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source: DamageSource::Explosion,
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source: DamageSource::Explosion,
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@ -299,6 +323,7 @@ impl ProjectileConstructor {
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effects: vec![RadiusEffect::Attack(attack)],
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effects: vec![RadiusEffect::Attack(attack)],
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radius,
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radius,
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reagent: Some(Reagent::White),
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reagent: Some(Reagent::White),
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min_falloff,
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};
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};
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Projectile {
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Projectile {
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hit_solid: vec![],
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hit_solid: vec![],
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@ -314,6 +339,7 @@ impl ProjectileConstructor {
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damage,
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damage,
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radius,
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radius,
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knockback,
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knockback,
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min_falloff,
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} => {
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} => {
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let knockback = AttackEffect::new(
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let knockback = AttackEffect::new(
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Some(GroupTarget::OutOfGroup),
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Some(GroupTarget::OutOfGroup),
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@ -353,6 +379,7 @@ impl ProjectileConstructor {
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],
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],
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radius,
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radius,
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reagent: Some(Reagent::Red),
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reagent: Some(Reagent::Red),
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min_falloff,
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};
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};
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Projectile {
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Projectile {
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hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
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hit_solid: vec![Effect::Explode(explosion.clone()), Effect::Vanish],
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@ -417,6 +444,7 @@ impl ProjectileConstructor {
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Snowball {
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Snowball {
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ref mut damage,
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ref mut damage,
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ref mut radius,
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ref mut radius,
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|
..
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} => {
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} => {
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*damage *= power;
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*damage *= power;
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*radius *= range;
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*radius *= range;
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@ -6,6 +6,7 @@ pub struct Explosion {
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pub effects: Vec<RadiusEffect>,
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pub effects: Vec<RadiusEffect>,
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pub radius: f32,
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pub radius: f32,
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pub reagent: Option<Reagent>,
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pub reagent: Option<Reagent>,
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pub min_falloff: f32,
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}
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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#[derive(Clone, Debug, Serialize, Deserialize)]
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@ -2033,6 +2033,7 @@ fn handle_explosion(
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],
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],
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radius: 3.0 * power,
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radius: 3.0 * power,
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reagent: None,
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reagent: None,
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|
min_falloff: 0.0,
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},
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},
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owner,
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owner,
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});
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});
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@ -546,6 +546,7 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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fn cylinder_sphere_strength(
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fn cylinder_sphere_strength(
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sphere_pos: Vec3<f32>,
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sphere_pos: Vec3<f32>,
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radius: f32,
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radius: f32,
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min_falloff: f32,
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cyl_pos: Vec3<f32>,
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cyl_pos: Vec3<f32>,
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cyl_body: Body,
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cyl_body: Body,
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) -> f32 {
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) -> f32 {
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@ -559,7 +560,10 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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|
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// Compare both checks, take whichever gives weaker effect, sets minimum of 0 so
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// Compare both checks, take whichever gives weaker effect, sets minimum of 0 so
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// that explosions reach a max strength on edge of entity
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// that explosions reach a max strength on edge of entity
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((horiz_dist.max(vert_distance).max(0.0) / radius).min(1.0) - 1.0).abs()
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let fall_off = ((horiz_dist.max(vert_distance).max(0.0) / radius).min(1.0) - 1.0).abs();
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// Clamp min_falloff so that it doesn't produce absurd values or NaNs
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let min_falloff = min_falloff.clamp(0.0, 0.99);
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min_falloff + fall_off * (1.0 - min_falloff)
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}
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}
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|
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// TODO: Faster RNG?
|
// TODO: Faster RNG?
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@ -714,7 +718,13 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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{
|
{
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// Check if it is a hit
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// Check if it is a hit
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let strength = if let Some(body) = body_b_maybe {
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let strength = if let Some(body) = body_b_maybe {
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cylinder_sphere_strength(pos, explosion.radius, pos_b.0, *body)
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cylinder_sphere_strength(
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|
pos,
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explosion.radius,
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|
explosion.min_falloff,
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|
pos_b.0,
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*body,
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|
)
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} else {
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} else {
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let distance_squared = pos.distance_squared(pos_b.0);
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let distance_squared = pos.distance_squared(pos_b.0);
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1.0 - distance_squared / explosion.radius.powi(2)
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1.0 - distance_squared / explosion.radius.powi(2)
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@ -801,7 +811,13 @@ pub fn handle_explosion(server: &Server, pos: Vec3<f32>, explosion: Explosion, o
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.join()
|
.join()
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{
|
{
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let strength = if let Some(body) = body_b_maybe {
|
let strength = if let Some(body) = body_b_maybe {
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cylinder_sphere_strength(pos, explosion.radius, pos_b.0, *body)
|
cylinder_sphere_strength(
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|
pos,
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|
explosion.radius,
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||||||
|
explosion.min_falloff,
|
||||||
|
pos_b.0,
|
||||||
|
*body,
|
||||||
|
)
|
||||||
} else {
|
} else {
|
||||||
let distance_squared = pos.distance_squared(pos_b.0);
|
let distance_squared = pos.distance_squared(pos_b.0);
|
||||||
1.0 - distance_squared / explosion.radius.powi(2)
|
1.0 - distance_squared / explosion.radius.powi(2)
|
||||||
|
@ -61,6 +61,7 @@ impl<'a> System<'a> for Sys {
|
|||||||
],
|
],
|
||||||
radius: 12.0,
|
radius: 12.0,
|
||||||
reagent: None,
|
reagent: None,
|
||||||
|
min_falloff: 0.75,
|
||||||
},
|
},
|
||||||
owner: *owner,
|
owner: *owner,
|
||||||
});
|
});
|
||||||
@ -153,6 +154,7 @@ impl<'a> System<'a> for Sys {
|
|||||||
],
|
],
|
||||||
radius: 12.0,
|
radius: 12.0,
|
||||||
reagent: Some(*reagent),
|
reagent: Some(*reagent),
|
||||||
|
min_falloff: 0.0,
|
||||||
},
|
},
|
||||||
owner: *owner,
|
owner: *owner,
|
||||||
});
|
});
|
||||||
|
Loading…
Reference in New Issue
Block a user