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https://github.com/izzy2lost/Darklings-FightingGame.git
synced 2026-03-10 11:35:19 -07:00
Minor update
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@@ -8,22 +8,20 @@ public class ArcanaState : State
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if (!player.enter)
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{
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player.arcana -= PlayerStatsSO.ARCANA_MULTIPLIER;
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player.attack = PlayerComboSystem.GetComboAttack(player.playerStats, InputEnum.Special, player.isCrouch, player.isAir);
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player.enter = true;
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player.canChainAttack = false;
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// GameplayManager.Instance.PlayerOne.CurrentAttack = attack;
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player.animation = player.attack.name;
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player.sound = player.attack.attackSound;
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player.animation = player.attackNetwork.name;
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player.sound = player.attackNetwork.attackSound;
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player.animationFrames = 0;
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player.attackFrames = DemonicsAnimator.GetMaxAnimationFrames(player.playerStats._animation, player.animation);
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player.velocity = new DemonicsVector2(player.attack.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)player.attack.travelDistance.y);
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player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)player.attackNetwork.travelDistance.y);
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}
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ToIdleState(player);
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if (GameSimulation.Hitstop <= 0)
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{
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if (player.attack.travelDistance.y > 0)
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if (player.attackNetwork.travelDistance.y > 0)
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{
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player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - (float)DemonicsPhysics.GRAVITY);
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player.velocity = new DemonicsVector2(player.velocity.x, player.velocity.y - DemonicsPhysics.GRAVITY);
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ToIdleFallState(player);
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}
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player.animationFrames++;
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@@ -32,11 +30,10 @@ public class ArcanaState : State
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}
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private void ToIdleFallState(PlayerNetwork player)
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{
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if ((DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0)
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if (player.isAir && (DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0)
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{
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player.isCrouch = false;
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player.isAir = false;
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player.attackInput = InputEnum.Direction;
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player.enter = false;
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player.state = "Idle";
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}
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@@ -50,14 +47,12 @@ public class ArcanaState : State
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{
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player.isCrouch = false;
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player.isAir = false;
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player.attackInput = InputEnum.Direction;
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player.state = "Fall";
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}
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else
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{
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player.isCrouch = false;
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player.isAir = false;
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player.attackInput = InputEnum.Direction;
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player.state = "Idle";
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}
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}
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@@ -3,16 +3,14 @@ using UnityEngine;
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public class AttackState : State
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{
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private static bool knock;
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private static bool b;
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private static bool opponentInCorner;
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public override void UpdateLogic(PlayerNetwork player)
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{
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player.dashDirection = 0;
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if (!player.enter)
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{
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player.onAttack = false;
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player.animationFrames = 0;
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b = false;
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SetTopPriority(player);
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player.canChainAttack = false;
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player.enter = true;
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@@ -25,12 +23,12 @@ public class AttackState : State
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opponentInCorner = true;
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}
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player.knockback = 0;
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player.attackNetwork.knockbackStart = player.position;
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player.attackNetwork.knockbackEnd = new DemonicsVector2(player.position.x + (player.attackNetwork.knockbackForce * -player.flip), DemonicsPhysics.GROUND_POINT);
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player.pushbackStart = player.position;
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player.pushbackEnd = new DemonicsVector2(player.position.x + (2 * -player.flip), DemonicsPhysics.GROUND_POINT);
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}
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if (!player.isAir)
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{
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player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance * (DemonicsFloat)player.flip, (DemonicsFloat)0);
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player.velocity = new DemonicsVector2(player.attackNetwork.travelDistance.x * (DemonicsFloat)player.flip, (DemonicsFloat)0);
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}
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else
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{
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@@ -40,45 +38,55 @@ public class AttackState : State
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{
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player.animationFrames++;
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player.attackFrames--;
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if (player.canChainAttack)
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{
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if (!b)
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if (!player.onAttack)
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{
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b = true;
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player.onAttack = true;
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}
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if (player.start)
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player.inPushback = true;
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if (player.attackPress)
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{
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if ((!(player.attackInput == InputEnum.Medium && player.isCrouch)))
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{
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if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame)
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{
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Attack(player, player.isAir);
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player.attackNetwork.knockbackStart = player.position;
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player.attackNetwork.knockbackEnd = new DemonicsVector2(player.position.x + (player.attackNetwork.knockbackForce * -player.flip), DemonicsPhysics.GROUND_POINT);
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}
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}
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}
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}
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if (opponentInCorner && !player.isAir && b)
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{
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if (player.attackNetwork.knockbackDuration > 0 && player.knockback <= player.attackNetwork.knockbackDuration)
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if (player.arcanaPress)
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{
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DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)player.attackNetwork.knockbackDuration;
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DemonicsFloat nextX = DemonicsFloat.Lerp(player.attackNetwork.knockbackStart.x, player.attackNetwork.knockbackEnd.x, ratio);
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DemonicsVector2 nextPosition = new DemonicsVector2(nextX, player.position.y);
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player.position = nextPosition;
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player.knockback++;
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if (player.inputBuffer.inputItems[0].frame + 20 >= DemonicsWorld.Frame)
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{
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Arcana(player, player.isAir);
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}
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}
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}
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if (player.inPushback)
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{
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if (!player.isAir)
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{
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if (player.knockback <= 10)
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{
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DemonicsFloat ratio = (DemonicsFloat)player.knockback / (DemonicsFloat)10;
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DemonicsFloat nextX = DemonicsFloat.Lerp(player.pushbackStart.x, player.pushbackEnd.x, ratio);
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DemonicsVector2 nextPosition = new DemonicsVector2(nextX, player.position.y);
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player.position = nextPosition;
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player.knockback++;
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}
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}
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}
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}
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//ToJumpState(player);
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// ToJumpForwardState(player);
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ToJumpState(player);
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ToJumpForwardState(player);
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ToIdleState(player);
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ToIdleFallState(player);
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}
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private void ToJumpState(PlayerNetwork player)
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{
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if (player.attack.jumpCancelable)
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if (player.attackNetwork.jumpCancelable)
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{
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if (player.direction.y > 0)
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{
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@@ -92,7 +100,7 @@ public class AttackState : State
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}
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private void ToJumpForwardState(PlayerNetwork player)
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{
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if (player.attack.jumpCancelable)
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if (player.attackNetwork.jumpCancelable)
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{
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if (player.direction.y > 0 && player.direction.x != 0)
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{
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@@ -109,7 +117,7 @@ public class AttackState : State
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{
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if (player.isAir && (DemonicsFloat)player.position.y <= DemonicsPhysics.GROUND_POINT && (DemonicsFloat)player.velocity.y <= (DemonicsFloat)0)
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{
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knock = false;
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player.inPushback = false;
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player.isCrouch = false;
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player.isAir = false;
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player.enter = false;
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@@ -120,7 +128,8 @@ public class AttackState : State
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{
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if (player.attackFrames <= 0)
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{
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player.start = false;
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player.inPushback = false;
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player.attackPress = false;
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player.enter = false;
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if (player.isAir)
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{
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@@ -7,6 +7,7 @@ public class WallSplatState : State
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CheckFlip(player);
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if (!player.enter)
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{
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player.wasWallSplatted = true;
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DemonicsVector2 effectPosition = new DemonicsVector2(player.position.x + ((DemonicsFloat)2.25 * player.flip), player.position.y);
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if (player.flip == 1)
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{
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@@ -30,7 +31,7 @@ public class WallSplatState : State
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{
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if (player.animationFrames >= 10)
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{
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player.wasWallSplatted = true;
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player.flip *= -1;
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player.hurtbox.active = true;
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player.enter = false;
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player.state = "Airborne";
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