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@@ -30,15 +30,12 @@ namespace Gaming |
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if ((!player.Commandable())) return false; |
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if ((!player.Commandable())) return false; |
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IActiveSkill skill = player.UseIActiveSkill(ActiveSkillType.CanBeginToCharge); |
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IActiveSkill skill = player.UseIActiveSkill(ActiveSkillType.CanBeginToCharge); |
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return ActiveSkillEffect(skill, player, () => |
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{ |
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player.AddMoveSpeed(skill.DurationTime, 3.0); |
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//player.BulletOfPlayer = BulletType.Ram; |
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new Thread |
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Debugger.Output(player, "can begin to charge!"); |
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new Thread |
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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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new FrameRateTaskExecutor<int>( |
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new FrameRateTaskExecutor<int>( |
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loopCondition: () => player.Commandable() && gameMap.Timer.IsGaming, |
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loopCondition: () => player.Commandable() && gameMap.Timer.IsGaming, |
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loopToDo: () => |
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loopToDo: () => |
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{ |
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{ |
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@@ -70,8 +67,11 @@ namespace Gaming |
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} |
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} |
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) |
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) |
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{ IsBackground = true }.Start(); |
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Debugger.Output(player, "can begin to charge!"); |
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{ IsBackground = true }.Start(); |
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return ActiveSkillEffect(skill, player, () => |
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{ |
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player.AddMoveSpeed(skill.DurationTime, 3.0); |
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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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@@ -161,7 +161,6 @@ namespace Gaming |
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ActiveSkillType activeSkillType = SkillFactory.FindActiveSkillType(activeSkill); |
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ActiveSkillType activeSkillType = SkillFactory.FindActiveSkillType(activeSkill); |
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if (player.TimeUntilActiveSkillAvailable[activeSkillType] == 0) |
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if (player.TimeUntilActiveSkillAvailable[activeSkillType] == 0) |
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{ |
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{ |
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player.SetTimeUntilActiveSkillAvailable(activeSkillType, activeSkill.SkillCD); |
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player.SetTimeUntilActiveSkillAvailable(activeSkillType, activeSkill.SkillCD); |
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new Thread |
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new Thread |
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(() => |
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(() => |
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