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#include "BulletTypes.h"
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#include "Effect.h"
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#include "Crawler.h"
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#include "DEFINES.h"
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#include "utils.h"
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#include "olcUTIL_Geometry2D.h"
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INCLUDE_game
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Arrow::Arrow(vf2d pos,vf2d targetPos,vf2d vel,float radius,int damage,bool upperLevel,bool friendly,Pixel col)
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:finalDistance(geom2d::line(pos,targetPos).length()),acc(PI/2*"Ranger.Auto Attack.ArrowSpd"_F),
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Bullet(pos,vel,radius,damage,
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"ARROW",upperLevel,false,INFINITE,true,friendly,col){}
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void Arrow::Update(float fElapsedTime){
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float speed=vel.mag();
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travelDistance+=speed*fElapsedTime;
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vel.y+=acc*fElapsedTime;
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if(!deactivated&&travelDistance>=finalDistance){
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deactivated=true;
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fadeOutTime=0.2f;
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}
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}
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bool Arrow::PlayerHit(Player*player)
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{
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deactivated=true;
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fadeOutTime=0.2f;
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game->AddEffect(std::make_unique<Effect>(player->GetPos(),0,"SPLASH_EFFECT",upperLevel,player->GetSizeMult(),0.25));
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return false;
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}
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bool Arrow::MonsterHit(Monster& monster)
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{
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deactivated=true;
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fadeOutTime=0.2f;
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game->AddEffect(std::make_unique<Effect>(monster.GetPos(),0,"SPLASH_EFFECT",upperLevel,monster.GetSizeMult(),0.25));
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return false;
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}
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