Merge branch 'master' of github.com:sippeangelo/DepthsBelow
Conflicts: DepthsBelow/DepthsBelow/KeyboardInput.cs DepthsBelow/DepthsBelow/SmallEnemy.cs
This commit is contained in:
@@ -32,7 +32,7 @@ namespace DepthsBelow
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public Camera Camera;
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public Camera Camera;
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public Interface Interface;
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public Interface Interface;
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public static MouseInput MouseInput;
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public/* static*/ MouseInput MouseInput;
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public static KeyboardInput KeyboardInput;
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public static KeyboardInput KeyboardInput;
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public List<Soldier> Squad;
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public List<Soldier> Squad;
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public DynamicGroupManager GroupManager;
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public DynamicGroupManager GroupManager;
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@@ -30,6 +30,8 @@ namespace DepthsBelow
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private bool checkingDirection;
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private bool checkingDirection;
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private Vector2 directionStart;
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private Vector2 directionStart;
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GUI.Text hitChance;
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public Interface(Core core)
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public Interface(Core core)
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{
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{
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this.core = core;
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this.core = core;
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@@ -259,6 +261,10 @@ namespace DepthsBelow
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}
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}
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};
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};
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hitChance = new Text(UIParent);
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hitChance.SetFont("Arial");
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hitChance.Value = "";
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var button = new GUI.Button(UIParent);
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var button = new GUI.Button(UIParent);
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button.SetTexture("images/Enter");
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button.SetTexture("images/Enter");
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button.X = 200;
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button.X = 200;
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@@ -533,9 +539,9 @@ namespace DepthsBelow
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frame.Y = lastFrame.Y + lastFrame.Height;
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frame.Y = lastFrame.Y + lastFrame.Height;
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// Update HP
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// Update HP
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//var healthBarBg = (GUI.Frame)frame["healthBarBg"];
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var healthBarBg = (GUI.Frame)frame["healthBarBg"];
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//var healthBar = (GUI.Frame)frame["healthBar"];
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var healthBar = (GUI.Frame)frame["healthBar"];
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//healthBar.Width = (int)((healthBarBg.Width - 2) * (soldier.GetComponent<Component.Stat>().HP / soldier.GetComponent<Component.Stat>().MaxHP));
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healthBar.Width = (int)((healthBarBg.Width - 2) * (soldier.GetComponent<Component.Stat>().Life / soldier.GetComponent<Component.Stat>().MaxHP));
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lastFrame = frame;
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lastFrame = frame;
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}
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}
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@@ -575,6 +581,36 @@ namespace DepthsBelow
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}
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}
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}
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}
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bool onSomething = false;
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foreach (var unit in core.Squad)
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{
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if (unit.Selected == true && unit.Fired == false)
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{
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foreach (var enemy in core.Swarm)
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{
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if (core.MouseInput.gridRectangle.Intersects(enemy.GetComponent<Component.Collision>().Rectangle))
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{
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onSomething = true;
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hitChance.Visible = true;
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int chanceToHit = Utility.CalculateHitChance(unit.GetComponent<Component.Stat>(), unit.GetComponent<Component.Transform>().World.Position, enemy);
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hitChance.Value = chanceToHit.ToString() + "%";
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hitChance.X = ms.X - 15;
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hitChance.Y = ms.Y - 15;
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break;
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}
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}
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if (onSomething == true)
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{
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break;
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}
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}
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}
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if (onSomething == false)
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{
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hitChance.Visible = false;
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}
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UpdateUnitFrames();
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UpdateUnitFrames();
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}
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}
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}
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}
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@@ -152,6 +152,7 @@ namespace DepthsBelow
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foreach (var enemy in core.Swarm)
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foreach (var enemy in core.Swarm)
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{
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{
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enemy.step = 0;
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enemy.step = 0;
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enemy.AttackedThisTurn = false;
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Point target = Point.Zero;
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Point target = Point.Zero;
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float distance = 7000;
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float distance = 7000;
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foreach (var unit in core.Squad)
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foreach (var unit in core.Squad)
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@@ -11,7 +11,8 @@ namespace DepthsBelow
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{
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{
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//EntityManager entityManager;
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//EntityManager entityManager;
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int wakingDistance = 6;
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int wakingDistance = 7;
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int sleepingDistance = 6;
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List<SmallEnemy> swarm;
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List<SmallEnemy> swarm;
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@@ -33,7 +34,7 @@ namespace DepthsBelow
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this.GetComponent<Component.Transform>().Grid.Position.Y);
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this.GetComponent<Component.Transform>().Grid.Position.Y);
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Vector2 distance2 = new Vector2(entity.GetComponent<Component.Transform>().Grid.Position.X,
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Vector2 distance2 = new Vector2(entity.GetComponent<Component.Transform>().Grid.Position.X,
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entity.GetComponent<Component.Transform>().Grid.Position.Y);
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entity.GetComponent<Component.Transform>().Grid.Position.Y);
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if (Vector2.Distance(distance1, distance2) < wakingDistance)
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if (Vector2.Distance(distance1, distance2) < wakingDistance/* && Vector2.Distance(distance1, distance2) > sleepingDistance*/)
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{
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{
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var enemy = new SmallEnemy(ref swarm);
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var enemy = new SmallEnemy(ref swarm);
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enemy.X = this.X;
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enemy.X = this.X;
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@@ -17,7 +17,7 @@ namespace DepthsBelow
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MouseState lastMouseState;
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MouseState lastMouseState;
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Rectangle selectionRectangle;
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Rectangle selectionRectangle;
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Texture2D selectionTexture;
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Texture2D selectionTexture;
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Rectangle gridRectangle;
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public Rectangle gridRectangle;
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Texture2D gridTexture;
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Texture2D gridTexture;
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Vector2 directionStart;
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Vector2 directionStart;
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@@ -22,6 +22,8 @@ namespace DepthsBelow
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public int numberOfSteps = 5;
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public int numberOfSteps = 5;
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public int currentStep = 0;
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public int currentStep = 0;
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public bool AttackedThisTurn = false;
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public int step
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public int step
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{
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{
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get { return currentStep; }
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get { return currentStep; }
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@@ -54,9 +56,9 @@ namespace DepthsBelow
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var stat = new Component.Stat(this)
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var stat = new Component.Stat(this)
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{
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{
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Life = 2,
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Life = 50,
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Defence = 2,
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Defence = 25,
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Strength = 5000,
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Strength = 26,
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GetAim = 100,
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GetAim = 100,
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GetDodge = 50
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GetDodge = 50
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};
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};
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@@ -156,9 +158,12 @@ namespace DepthsBelow
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if (entity is Soldier)
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if (entity is Soldier)
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{
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{
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if (entity.GetComponent<Component.Collision>().Rectangle.Intersects(this.GetComponent<Component.Collision>().Rectangle))
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if (entity.GetComponent<Component.Collision>().Rectangle.Intersects(this.GetComponent<Component.Collision>().Rectangle))
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{
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if (AttackedThisTurn == false)
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{
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{
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if (Utility.AttackTest(this.GetComponent<Component.Stat>(), entity, Utility.CalculateHitChance(this.GetComponent<Component.Stat>(), this.Transform.World.Position, entity)))
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if (Utility.AttackTest(this.GetComponent<Component.Stat>(), entity, Utility.CalculateHitChance(this.GetComponent<Component.Stat>(), this.Transform.World.Position, entity)))
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{
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{
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AttackedThisTurn = true;
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break;
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break;
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}
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}
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}
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}
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@@ -166,6 +171,7 @@ namespace DepthsBelow
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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@@ -78,8 +78,8 @@ namespace DepthsBelow
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{
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{
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MaxHP = 100,
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MaxHP = 100,
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MaxPanic = 100,
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MaxPanic = 100,
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//Life = 10,
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Life = 100,
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Defence = 10,
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Defence = 25,
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Strength = 50,
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Strength = 50,
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GetAim = 40,
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GetAim = 40,
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GetDodge = 20
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GetDodge = 20
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@@ -29,6 +29,13 @@
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<object type="SquadStart" gid="4" x="384" y="352"/>
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<object type="SquadStart" gid="4" x="384" y="352"/>
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<object type="MonsterSpawn" gid="5" x="544" y="480"/>
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<object type="MonsterSpawn" gid="5" x="544" y="480"/>
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<object type="MonsterSpawn" gid="5" x="768" y="608"/>
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<object type="MonsterSpawn" gid="5" x="768" y="608"/>
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<object type="MonsterSpawn" gid="5" x="768" y="576"/>
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<object type="MonsterSpawn" gid="5" x="672" y="288"/>
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<object type="MonsterSpawn" gid="5" x="704" y="832"/>
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<object type="MonsterSpawn" gid="5" x="864" y="832"/>
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<object type="MonsterSpawn" gid="5" x="576" y="896"/>
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<object type="MonsterSpawn" gid="5" x="448" y="576"/>
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<object type="MonsterSpawn" gid="5" x="560" y="670"/>
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</objectgroup>
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</objectgroup>
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<layer name="Collision" width="100" height="100">
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<layer name="Collision" width="100" height="100">
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<data encoding="base64" compression="zlib">
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<data encoding="base64" compression="zlib">
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