Panic works with death. Press P to spawn an enemy below group 2.
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@@ -109,15 +109,20 @@ namespace DepthsBelow
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Map.ParseObjects(this);
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Squad[0].Name = "Dean H. Jones";
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Squad[0].Transform.World.Rotation = -MathHelper.PiOver2;
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Squad[1].Name = "Walter L. Verville";
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Squad[1].Transform.World.Rotation = -MathHelper.PiOver2;
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Squad[2].Name = "Patrick Y. Southerland";
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Squad[2].Transform.World.Rotation = -MathHelper.PiOver2;
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Squad[3].Name = "Andrew C. Friend";
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Squad[3].Transform.World.Rotation = -MathHelper.PiOver2;
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Squad[4].Name = "Gary B. Whitley";
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Squad[4].Transform.World.Rotation = -MathHelper.PiOver2;
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// Center the camera on a unit
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Camera.Position = Squad[0].Transform.World.Position * -1 + new Vector2(GraphicsDevice.Viewport.Width / 2, GraphicsDevice.Viewport.Height / 2);
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GroupManager = new DynamicGroupManager(Squad.Cast<Entity>().ToList(), (float)Grid.TileSize * 1.5f);
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GroupManager = new DynamicGroupManager(Squad.Cast<Entity>().ToList(), (float)Grid.TileSize * 3.5f);
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Interface.CreateUnitFrames(Squad);
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@@ -20,7 +20,7 @@ namespace DepthsBelow
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foreach (var entity in Entities)
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{
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var stats = entity.GetComponent<Component.Stat>();
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if (stats != null)
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if (stats != null && stats.Life > 0)
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maxPanic += stats.MaxPanic;
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}
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return maxPanic;
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@@ -68,12 +68,16 @@ namespace DepthsBelow
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if (oldGroup != null)
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{
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newGroup.Panic += (oldGroup.Panic / oldGroup.MaxPanic) * (float)entity.GetComponent<Component.Stat>().MaxPanic;
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oldGroup.Panic -= (oldGroup.Panic / oldGroup.MaxPanic) * (float)entity.GetComponent<Component.Stat>().MaxPanic;
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oldGroup.Entities.Remove(entity);
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if (entity.GetComponent<Component.Stat>().Life > 0)
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{
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newGroup.Panic += (oldGroup.Panic/oldGroup.MaxPanic)*(float) entity.GetComponent<Component.Stat>().MaxPanic;
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//if (entity.GetComponent<Component.Stat>().Life > 0)
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oldGroup.Panic -= (oldGroup.Panic/oldGroup.MaxPanic)*(float) entity.GetComponent<Component.Stat>().MaxPanic;
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oldGroup.Entities.Remove(entity);
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}
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}
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else
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newGroup.Panic = 10;
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newGroup.Panic = 125;
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}
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}
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@@ -564,7 +564,7 @@ namespace DepthsBelow
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var pFrameBar = (GUI.Frame)pFrame["panicBar"];
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var pFrameText = (GUI.Text)pFrame["text"];
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pFrameBar.Width = (int)(pFrameBarBg.Width * (group.Panic / group.MaxPanic));
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pFrameText.Value = Math.Round(group.Panic).ToString() + " (" + Math.Round(group.Panic / group.MaxPanic * 100f).ToString() + "%)";
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pFrameText.Value = Math.Round(group.Panic).ToString() + "/" + group.MaxPanic.ToString() + " (" + Math.Round(group.Panic / group.MaxPanic * 100f).ToString() + "%)";
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pFrame.Visible = true;
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if (lastFrame != null)
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@@ -220,7 +220,10 @@ namespace DepthsBelow
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{
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try
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{
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EntityManager.GetEntities<Door>()[1].Toggle();
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var pos = core.GroupManager.Groups[1].Entities[0].Transform.World.Position;
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var enemy = new SmallEnemy(ref core.Swarm);
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enemy.Transform.World.Position = pos + new Vector2(0, Grid.TileSize*3);
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core.Swarm.Add(enemy);
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}
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catch
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{
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