Reviewed-on: #43 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #43.
This commit is contained in:
@@ -1,12 +1,11 @@
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use bevy::prelude::*;
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use bevy_ggrs::prelude::GgrsSchedule;
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use fixed_math::SinCos;
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use super::*;
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use crate::{
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fighter::{
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Fighter, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingHitReaction, FighterStaleMoveQueue, errors::FighterErrors, manifest::FighterManifest, state::FighterState,
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}, game_settings::GameSettings, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript,
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}, game_settings::GameSettings, math::{int::FGi32}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript,
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};
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pub fn resolve_fighter_hits(
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@@ -90,14 +89,13 @@ pub fn resolve_fighter_hits(
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} else {
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angle
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};
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let (sin, cos) = launch_angle.sin_cos();
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let launch_direction = FGVec2::new(cos, sin);
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let hitstop = HitStop::calculate(FighterDamage(attack_damage), false);
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reactions.push((
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attacker_entity,
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attacker_slot,
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FighterHitReaction {
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launch_velocity: launch_direction * knockback.get_launch_speed(&game_settings),
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launch_velocity: knockback.get_launch_speed(&game_settings),
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launch_angle,
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hitstun_frames: knockback.get_hitstun_frames(&game_settings),
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hitstop_frames: hitstop,
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