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@@ -48,7 +48,7 @@ namespace Gaming |
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{ |
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case GameObjType.Character: |
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if ((!(((Character)objBeingShot).IsGhost())) && bullet.Parent.IsGhost()) |
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if ((!(((Character)objBeingShot).IsGhost())) && bullet.Parent!.IsGhost()) |
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{ |
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characterManager.BeAttacked((Student)objBeingShot, bullet); |
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} |
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@@ -57,7 +57,7 @@ namespace Gaming |
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break; |
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case GameObjType.Generator: |
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if (bullet.CanBeBombed(GameObjType.Generator)) |
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((Generator)objBeingShot).Repair(-bullet.AP * GameData.factorDamageGenerator, (Character)bullet.Parent); |
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((Generator)objBeingShot).Repair(-bullet.AP * GameData.factorDamageGenerator, (Character)bullet.Parent!); |
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break; |
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default: |
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break; |
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@@ -101,12 +101,12 @@ namespace Gaming |
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{ |
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if (objBeingShot == null) |
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{ |
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characterManager.BackSwing((Character)bullet.Parent, bullet.Backswing); |
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characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing); |
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return; |
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} |
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BombObj(bullet, objBeingShot); |
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characterManager.BackSwing((Character)bullet.Parent, bullet.RecoveryFromHit); |
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characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit); |
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return; |
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} |
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@@ -122,7 +122,7 @@ namespace Gaming |
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if (bullet.TypeOfBullet == BulletType.BombBomb && objBeingShot != null) |
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{ |
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bullet.Parent.BulletOfPlayer = BulletType.JumpyDumpty; |
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bullet.Parent!.BulletOfPlayer = BulletType.JumpyDumpty; |
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Debugger.Output(bullet.Parent, bullet.Parent.CharacterType.ToString() + " " + bullet.Parent.BulletNum.ToString()); |
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Attack((Character)bullet.Parent, bullet.FacingDirection.Angle() + Math.PI / 2.0); |
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Attack((Character)bullet.Parent, bullet.FacingDirection.Angle() + Math.PI * 3.0 / 2.0); |
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@@ -159,10 +159,10 @@ namespace Gaming |
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if (objBeingShot == null) |
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{ |
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characterManager.BackSwing((Character)bullet.Parent, bullet.Backswing); |
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characterManager.BackSwing((Character)bullet.Parent!, bullet.Backswing); |
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} |
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else |
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characterManager.BackSwing((Character)bullet.Parent, bullet.RecoveryFromHit); |
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characterManager.BackSwing((Character)bullet.Parent!, bullet.RecoveryFromHit); |
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} |
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public bool Attack(Character player, double angle) |
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