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Moved hit timer to charged melee and adjusted for tail slap
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@ -10,5 +10,6 @@ ChargedMelee(
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speed: 1.0,
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speed: 1.0,
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charge_duration: 1200,
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charge_duration: 1200,
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swing_duration: 200,
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swing_duration: 200,
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hit_timing: 0.5,
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recover_duration: 300,
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recover_duration: 300,
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)
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)
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@ -10,5 +10,6 @@ ChargedMelee(
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speed: 1.0,
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speed: 1.0,
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charge_duration: 1200,
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charge_duration: 1200,
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swing_duration: 700,
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swing_duration: 700,
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hit_timing: 0.9,
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recover_duration: 1200,
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recover_duration: 1200,
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)
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)
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@ -171,6 +171,7 @@ pub enum CharacterAbility {
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speed: f32,
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speed: f32,
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charge_duration: u64,
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charge_duration: u64,
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swing_duration: u64,
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swing_duration: u64,
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hit_timing: f32,
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recover_duration: u64,
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recover_duration: u64,
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},
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},
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ChargedRanged {
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ChargedRanged {
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@ -792,6 +793,7 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
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speed,
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speed,
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charge_duration,
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charge_duration,
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swing_duration,
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swing_duration,
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hit_timing,
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recover_duration,
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recover_duration,
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range,
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range,
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max_angle,
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max_angle,
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@ -808,6 +810,7 @@ impl From<(&CharacterAbility, AbilityKey)> for CharacterState {
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max_angle: *max_angle,
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max_angle: *max_angle,
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charge_duration: Duration::from_millis(*charge_duration),
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charge_duration: Duration::from_millis(*charge_duration),
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swing_duration: Duration::from_millis(*swing_duration),
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swing_duration: Duration::from_millis(*swing_duration),
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hit_timing: *hit_timing,
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recover_duration: Duration::from_millis(*recover_duration),
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recover_duration: Duration::from_millis(*recover_duration),
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ability_key: key,
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ability_key: key,
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},
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},
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@ -32,6 +32,8 @@ pub struct StaticData {
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pub charge_duration: Duration,
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pub charge_duration: Duration,
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/// How long the weapon is swinging for
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/// How long the weapon is swinging for
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pub swing_duration: Duration,
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pub swing_duration: Duration,
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/// At what fraction of the swing duration to apply the melee "hit"
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pub hit_timing: f32,
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/// How long the state has until exiting
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/// How long the state has until exiting
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pub recover_duration: Duration,
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pub recover_duration: Duration,
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/// What key is used to press ability
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/// What key is used to press ability
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@ -131,7 +133,8 @@ impl CharacterBehavior for Data {
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},
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},
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StageSection::Swing => {
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StageSection::Swing => {
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if self.timer.as_millis() as f32
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if self.timer.as_millis() as f32
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> 0.5 * self.static_data.swing_duration.as_millis() as f32
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> self.static_data.hit_timing
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* self.static_data.swing_duration.as_millis() as f32
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&& !self.exhausted
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&& !self.exhausted
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{
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{
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// Swing
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// Swing
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