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#include "GameState.h"
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#include "Crawler.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "Item.h"
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INCLUDE_MONSTER_LIST
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void State_GameRun::OnStateChange(GameState*prevState){
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Menu::stack.clear();
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};
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void State_GameRun::OnUserUpdate(Crawler*game){
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game->bossDisplayTimer=std::max(0.f,game->bossDisplayTimer-game->GetElapsedTime());
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if(game->encounterStarted&&game->totalBossEncounterMobs>0){
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game->encounterDuration+=game->GetElapsedTime();
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}
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if(game->GetKey(O).bPressed){
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Inventory::AddItem("Dummy Item 14",192);
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Inventory::AddItem("Dummy Item 15",35);
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Inventory::AddItem("Dummy Item 16",6);
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Inventory::AddItem("Dummy Item 17",3);
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Inventory::AddItem("Dummy Item 18",1);
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Inventory::AddItem("Dummy Item 19",8);
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Inventory::AddItem("Dummy Item 20",4);
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}
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if(game->GetKey(P).bPressed){
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Inventory::AddItem("Medium Mana Potion",1);
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}
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game->HandleUserInput(game->GetElapsedTime());
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if(game->GetKey(T).bPressed){
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GameState::ChangeState(States::MAIN_MENU);
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}
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game->UpdateEffects(game->GetElapsedTime());
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game->GetPlayer()->Update(game->GetElapsedTime());
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for(Monster&m:MONSTER_LIST){
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m.Update(game->GetElapsedTime());
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}
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for(Monster&m:game->monstersToBeSpawned){
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MONSTER_LIST.push_back(m);
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}
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game->monstersToBeSpawned.clear();
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game->UpdateBullets(game->GetElapsedTime());
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game->UpdateCamera(game->GetElapsedTime());
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};
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void State_GameRun::Draw(Crawler*game){
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};
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