Implement invulnerability/intangibility and sakurai angle (#78)
Reviewed-on: #78 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #78.
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@@ -1,4 +1,4 @@
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use crate::{fighter::{animation::AnimKind, state::{FighterState, FighterStateImpl, air::AirborneStateCommon, fall::FallState}}, math::vec::FGVec2};
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use crate::{fighter::{FighterInvulnerabilityState, animation::AnimKind, state::{FighterState, FighterStateImpl, air::AirborneStateCommon, fall::FallState}}, math::vec::FGVec2};
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#[derive(Debug, Clone, Hash)]
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pub struct AngelState {
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@@ -38,6 +38,7 @@ impl FighterStateImpl for AngelState {
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fn on_enter(&mut self, state_context: &mut super::EnterContext) {
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state_context.play_animation(AnimKind::Wait, true);
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state_context.velocity.0 = FGVec2::ZERO;
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*state_context.vulnerability = FighterInvulnerabilityState::Invulnerable { frames_remaining: Some(state_context.game_settings.fighter_common.angel_platform_invulnerability_duration) };
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}
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fn check_collision_interrupt(
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