nerf magic build
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df39290329
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@ -231,7 +231,7 @@ static bool attack_apply(game_t *game, aoe_t *aoe, entity_t *target)
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}
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else if(aoe->type == AOE_BULLET) {
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/* TODO: Sideways knockback */
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damage = aoe->data.bullet.strength * 2;
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damage = aoe->data.bullet.strength * 3 / 2;
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}
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else if(aoe->type == AOE_FIRE_CHARGE) {
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dir.x = target_p->x - aoe->data.charge.origin.x;
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@ -59,6 +59,18 @@ vec2 vec_rotate_m45(vec2 v)
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-fmul(fix(0.707), v.x) + fmul(fix(0.707), v.y) };
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}
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vec2 vec_rotate_60(vec2 v)
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{
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return (vec2){ v.x / 2 - fmul(fix(0.866), v.y),
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fmul(fix(0.866), v.x) + v.y / 2 };
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}
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vec2 vec_rotate_m60(vec2 v)
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{
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return (vec2){ v.x / 2 + fmul(fix(0.866), v.y),
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-fmul(fix(0.866), v.x) + v.y / 2 };
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}
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//---
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// Rect operations
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//---
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@ -63,6 +63,8 @@ vec2 vec_rotate_30(vec2);
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vec2 vec_rotate_m30(vec2);
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vec2 vec_rotate_45(vec2);
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vec2 vec_rotate_m45(vec2);
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vec2 vec_rotate_60(vec2);
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vec2 vec_rotate_m60(vec2);
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//---
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// Point operations
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@ -344,9 +344,9 @@ vec2 pathfinding_autoaim(game_t const *game, entity_t *src, map_t const *map)
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continue;
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vec2 relpos = { p->x - src_pos.x, p->y - src_pos.y };
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if(vec_dot(relpos, vec_rotate_45(src_facing)) < 0)
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if(vec_dot(relpos, vec_rotate_60(src_facing)) < 0)
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continue;
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if(vec_dot(relpos, vec_rotate_m45(src_facing)) < 0)
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if(vec_dot(relpos, vec_rotate_m60(src_facing)) < 0)
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continue;
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fixed_t dist2 = fmul(relpos.x, relpos.x) + fmul(relpos.y, relpos.y);
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@ -15,7 +15,7 @@ fixed_t skill_cooldown(int skill)
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else if(skill == AOE_PROJECTILE)
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return fix(2.0);
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else if(skill == AOE_PROJECTILE_FAST)
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return fix(0.18);
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return fix(0.2);
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else if(skill == AOE_SHOCK)
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return fix(6.0);
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else if(skill == AOE_JUDGEMENT)
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