Implement damage UI, damage and stale moves. #45

Merged
EIREXE merged 6 commits from damage_ui into master 2026-09-19 15:40:44 +00:00
Showing only changes of commit 4e7549b705 - Show all commits
+1 -3
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@@ -28,8 +28,6 @@ pub fn resolve_fighter_hits(
let hits = std::mem::take(&mut pending_hits.0); let hits = std::mem::take(&mut pending_hits.0);
let mut hit_offset = 0; let mut hit_offset = 0;
let mut stalled_attackers = HashSet::<Entity>::new();
while hit_offset < hits.len() { while hit_offset < hits.len() {
let defender = hits[hit_offset].defender; let defender = hits[hit_offset].defender;
let next_defender = hits[hit_offset..] let next_defender = hits[hit_offset..]
@@ -94,7 +92,6 @@ pub fn resolve_fighter_hits(
}; };
// Attacker hitstop and data // Attacker hitstop and data
stalled_attackers.insert(attacker_entity);
let hitstop = HitStop::calculate(FighterDamage(attack_damage), false); let hitstop = HitStop::calculate(FighterDamage(attack_damage), false);
reactions.push(( reactions.push((
attacker_entity, attacker_entity,
@@ -147,6 +144,7 @@ pub fn resolve_fighter_hits(
if let Some(ref mut hitbox) = hitboxes.0 { if let Some(ref mut hitbox) = hitboxes.0 {
if !hitbox.stalled { if !hitbox.stalled {
hitbox.stalled = true;
stale_move_queue.push(hitbox.kind); stale_move_queue.push(hitbox.kind);
} }
} }