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Revert some changes
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559d5ca804
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3d2dcbf894
@ -152,7 +152,6 @@ pub enum BuffEffect {
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rate: f32,
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accumulated: f32,
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kind: ModifierKind,
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// TODO: Change hud/mod.rs to account for over time changes???
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instance: u64,
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},
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/// Periodically consume entity energy
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@ -26,7 +26,7 @@ pub struct HealthChange {
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pub time: Time,
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/// The crit multiplier (None if it isn't a crit)
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pub crit_mult: Option<f32>,
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/// A random ID, used to group up health changes
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/// A random ID, used to group up health changes from the same attack
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pub instance: u64,
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}
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@ -1,4 +1,4 @@
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use crate::{combat::DamageContributor, comp, uid::Uid, DamageSource};
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use crate::{combat::DamageContributor, comp, uid::Uid};
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use comp::{beam, item::Reagent, poise::PoiseState, skillset::SkillGroupKind, UtteranceKind};
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use hashbrown::HashSet;
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use serde::{Deserialize, Serialize};
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@ -11,7 +11,6 @@ pub struct DamageInfo {
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pub target: Uid,
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pub by: Option<DamageContributor>,
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pub instance: u64,
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pub cause: Option<DamageSource>,
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}
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/// An outcome represents the final result of an instantaneous event. It implies
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@ -86,7 +86,6 @@ pub fn handle_health_change(server: &Server, entity: EcsEntity, change: HealthCh
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target: *uid,
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crit_mult: change.crit_mult,
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instance: change.instance,
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cause: change.cause,
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},
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});
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}
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@ -1412,18 +1412,12 @@ impl Hud {
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.filter(|fl| !fl.floaters.is_empty()),
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healths.get(me),
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) {
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// TODO: Change both font_col closures to account for healing
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let player_font_col = |hp_damage: f32, crit: bool| {
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if hp_damage < 0.0 {
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if crit {
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// TODO: Temporary color for crits
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Rgb::new(1.0, 0.9, 0.0)
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} else {
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Rgb::new(1.0, 0.1, 0.0)
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}
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let player_font_col = |crit: bool| {
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if crit {
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// TODO: Temporary color for crits
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Rgb::new(1.0, 0.9, 0.0)
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} else {
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Rgb::new(0.1, 1.0, 0.1)
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Rgb::new(1.0, 0.1, 0.0)
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}
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};
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if global_state.settings.interface.sct_player_batch {
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@ -1488,7 +1482,7 @@ impl Hud {
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} else {
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0
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};
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let font_col = player_font_col(hp_damage, crit);
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let font_col = player_font_col(crit);
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// Timer sets the widget offset
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let y = timer as f64 * number_speed * -1.0;
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// Timer sets text transparency
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@ -1497,21 +1491,13 @@ impl Hud {
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Text::new(&hp_dmg_text)
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.font_size(font_size)
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.font_id(self.fonts.cyri.conrod_id)
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.color(if hp_damage < 0.0 {
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Color::Rgba(0.0, 0.0, 0.0, hp_fade)
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} else {
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Color::Rgba(0.0, 0.0, 0.0, 0.0)
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})
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.color(Color::Rgba(0.0, 0.0, 0.0, hp_fade))
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.mid_bottom_with_margin_on(ui_widgets.window, 297.0 + y)
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.set(player_sct_bg_id, ui_widgets);
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Text::new(&hp_dmg_text)
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.font_size(font_size)
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.font_id(self.fonts.cyri.conrod_id)
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.color(if hp_damage < 0.0 {
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Color::Rgba(font_col.r, font_col.g, font_col.b, hp_fade)
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} else {
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Color::Rgba(0.0, 0.0, 0.0, 0.0)
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})
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.color(Color::Rgba(font_col.r, font_col.g, font_col.b, hp_fade))
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.mid_bottom_with_margin_on(ui_widgets.window, 300.0 + y)
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.set(player_sct_id, ui_widgets);
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}
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@ -1548,7 +1534,7 @@ impl Hud {
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};
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let crit = floater.info.crit_mult.is_some();
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let crit_mult = floater.info.crit_mult.unwrap_or(1.0);
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// Timer sets text transparency
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let hp_fade = ((crate::ecs::sys::floater::MY_HP_SHOWTIME - floater.timer)
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* 0.25)
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@ -1573,7 +1559,7 @@ impl Hud {
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} else {
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0
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};
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let font_col = player_font_col(floater.info.amount, crit);
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let font_col = player_font_col(crit);
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// Timer sets the widget offset
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let y = if floater.info.amount < 0.0 {
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floater.timer as f64
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@ -1606,7 +1592,11 @@ impl Hud {
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Text::new(&hp_dmg_text)
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.font_size(font_size)
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.font_id(self.fonts.cyri.conrod_id)
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.color(Color::Rgba(font_col.r, font_col.g, font_col.b, hp_fade))
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.color(if floater.info.amount < 0.0 {
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Color::Rgba(font_col.r, font_col.g, font_col.b, hp_fade)
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} else {
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Color::Rgba(0.1, 1.0, 0.1, hp_fade)
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})
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.x_y(x, y)
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.set(player_sct_id, ui_widgets);
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}
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@ -2232,7 +2222,6 @@ impl Hud {
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let floaters = &hpfl.floaters;
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// Colors
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// TODO: Maybe make an array of colors for crits too?
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const WHITE: Rgb<f32> = Rgb::new(1.0, 0.9, 0.8);
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const LIGHT_OR: Rgb<f32> = Rgb::new(1.0, 0.925, 0.749);
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const LIGHT_MED_OR: Rgb<f32> = Rgb::new(1.0, 0.85, 0.498);
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@ -2249,18 +2238,12 @@ impl Hud {
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];
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// Largest value that select the first color is 40, then it shifts colors
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// every 5
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// TODO: Change to account for healing/damage here; handle different DamageSources differently???
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// TODO: Change both font_col closures to account for healing
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let font_col = |hp_damage: f32, font_size: u32, crit: bool| {
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if hp_damage < 0.0 {
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if crit {
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// TODO: Temporary color for crits
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Rgb::new(1.0, 0.9, 0.0)
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} else {
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DAMAGE_COLORS[(font_size.saturating_sub(36) / 5).min(5) as usize]
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}
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let font_col = |font_size: u32, crit: bool| {
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if crit {
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// TODO: Temporary color for crits
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Rgb::new(1.0, 0.9, 0.0)
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} else {
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Rgb::new(0.1, 1.0, 0.1)
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DAMAGE_COLORS[(font_size.saturating_sub(36) / 5).min(5) as usize]
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}
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};
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@ -2319,7 +2302,7 @@ impl Hud {
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} else {
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0
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};
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let font_col = font_col(hp_damage, font_size, crit);
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let font_col = font_col(font_size, crit);
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// Timer sets the widget offset
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let y = (timer as f64 / crate::ecs::sys::floater::HP_SHOWTIME as f64
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* number_speed)
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@ -2338,7 +2321,11 @@ impl Hud {
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.font_size(font_size)
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.font_id(self.fonts.cyri.conrod_id)
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.x_y(0.0, y)
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.color(Color::Rgba(font_col.r, font_col.g, font_col.b, fade))
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.color(if hp_damage < 0.0 {
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Color::Rgba(font_col.r, font_col.g, font_col.b, fade)
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} else {
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Color::Rgba(0.1, 1.0, 0.1, fade)
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})
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.position_ingame(ingame_pos)
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.set(sct_id, ui_widgets);
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}
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@ -2391,9 +2378,8 @@ impl Hud {
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} else {
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0
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};
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let font_col = font_col(floater.info.amount, font_size, crit);
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let font_col = font_col(font_size, crit);
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// Timer sets the widget offset
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// TODO: Keep working on this
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let y = if crit {
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ui_widgets.win_h * (floater.rand as f64 % 0.1)
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+ ui_widgets.win_h * 0.05
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