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Merge branch 'bos_testing' into devRefactor
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@@ -56,28 +56,30 @@ func _physics_process(delta):
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while(totaldamage < -1):
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while(totaldamage < -1):
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totaldamage+=1
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totaldamage+=1
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player_stats.health+=1
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player_stats.health+=1
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adjustPrio(player_stats.health, player_stats.max_health)
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#adjustPrio(player_stats.health, player_stats.max_health)
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_debug_update()
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_debug_update()
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if debug == true:
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if debug == true:
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match movementState:
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match movementState:
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moveState.MOVE:
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moveState.MOVE:
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movement_move(delta)
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movement_move(delta)
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moveState.IDLE:
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movement_move(delta)
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moveState.ROLL:
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moveState.ROLL:
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movement_roll()
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movement_roll()
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moveState.HIT:
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moveState.HIT:
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movement_hit()
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movement_hit()
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elif movementState == moveState.ROLL:
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movement_roll()
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elif movementState == moveState.HIT:
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movement_hit()
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elif movementState == moveState.IDLE:
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movement_idle()
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else:
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else:
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movement_run(Vector2(0,0), delta)
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if movementState == moveState.ROLL:
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$"Effects/HealEffect".emitting = heal_per_second > 0
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movement_roll()
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makeMove(delta)
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elif movementState == moveState.HIT:
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movement_hit()
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elif movementState == moveState.IDLE:
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movement_idle()
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else:
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movement_run(Vector2(0,0), delta)
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makeMove(delta)
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move()
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move()
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$"Effects/HealEffect".emitting = heal_per_second > 0
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# IMPORTANT: If you are using move_and_slide don't multiply by delta
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# IMPORTANT: If you are using move_and_slide don't multiply by delta
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# Godots physics system does that internally
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# Godots physics system does that internally
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