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swapped RandomInit to combat_state.initialized
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@ -4792,7 +4792,6 @@ impl<'a> AgentData<'a> {
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enum ActionStateConditions {
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FirstVines = 0,
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SecondVines,
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RandomInit,
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}
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// timers
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@ -4826,8 +4825,8 @@ impl<'a> AgentData<'a> {
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// --- timers ---
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// initialise randomised cooldowns
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if !agent.combat_state.conditions[ActionStateConditions::RandomInit as usize] {
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agent.combat_state.conditions[ActionStateConditions::RandomInit as usize] = true;
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if !agent.combat_state.initialized {
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agent.combat_state.initialized = true;
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agent.combat_state.counters[ActionStateCounters::CloseMixupCooldown as usize] =
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rng.gen_range(CLOSE_MIXUP_COOLDOWN_SPAN[0]..=CLOSE_MIXUP_COOLDOWN_SPAN[1]);
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agent.combat_state.counters[ActionStateCounters::MidMixupCooldown as usize] =
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@ -6121,8 +6120,9 @@ impl<'a> AgentData<'a> {
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// --- attacks ---
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// start out by summoning green totem
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if !agent.combat_state.initialized {
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// If not initialized yet, start out by summoning green totem
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controller.push_basic_input(InputKind::Ability(2));
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if matches!(self.char_state, CharacterState::BasicSummon(s) if s.stage_section == StageSection::Recover)
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{
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