Fix stale references inside of Ghost of Pirate Captain's lambdas. Fix collision size of pirate's treasure when entering final phase. Release Build 12342.
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@ -128,6 +128,7 @@ void Monster::STRATEGY::GHOST_OF_PIRATE_CAPTAIN(Monster&m,float fElapsedTime,std
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case NORMAL:{
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m.F(A::CANNON_TIMER)+=fElapsedTime;
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m.F(A::SHRAPNEL_CANNON_TIMER)+=fElapsedTime;
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m.SetStrategyOnHitFunction({});
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const int phase{std::any_cast<int>(m.VEC(A::CANNON_PHASES)[m.I(A::CANNON_PHASE)])};
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switch(phase){
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case CANNON_SHOT:{//Normal Cannon Shot. Takes on one of five varieties.
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@ -249,10 +250,9 @@ void Monster::STRATEGY::GHOST_OF_PIRATE_CAPTAIN(Monster&m,float fElapsedTime,std
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m.SetPos(m.V(A::HIDING_POS));
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m.SetVelocity({});
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m.arrowIndicator=false; //While the boss is hiding, the indicator will not show up.
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m.SetStrategyOnHitFunction([&OnLastCursePhase,&m,&strategy](const HurtDamageInfo damageData,Monster&monster,const StrategyName&strategyName)->void{
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m.SetStrategyOnHitFunction([OnLastCursePhase,&m,strategy](const HurtDamageInfo damageData,Monster&monster,const StrategyName&strategyName)->void{
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monster.SetPhase(strategyName,OnLastCursePhase?FINAL:NORMAL);
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monster.arrowIndicator=true;
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monster.SetStrategyOnHitFunction({});
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if(OnLastCursePhase){
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const std::string_view PIRATES_TREASURE{"Pirate's Treasure"};
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for(std::shared_ptr<Monster>&m:MONSTER_LIST
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@ -44,7 +44,8 @@ INCLUDE_game
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void Monster::STRATEGY::PIRATES_TREASURE(Monster&m,float fElapsedTime,std::string strategy){
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enum Phase{
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NORMAL,
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LOCKED = 1, //The locked phase will remain at 1 so that the Ghost Boss can utilize this specific phase number.
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LOCK = 1,
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LOCKED = 2, //The locked phase will remain at 1 so that the Ghost Boss can utilize this specific phase number.
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};
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switch(PHASE()){
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@ -59,9 +60,11 @@ void Monster::STRATEGY::PIRATES_TREASURE(Monster&m,float fElapsedTime,std::strin
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game->GetPlayer()->NotificationDisplay("",0);
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}
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}break;
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case LOCK:{
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m.SetCollisionRadius(m.GetCollisionRadius()+12);
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SETPHASE(LOCKED);
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}break;
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case LOCKED:{
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m.PerformAnimation("LOCKED");
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m.SetCollisionRadius(m.GetOriginalCollisionRadius()+12);
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}break;
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}
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}
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@ -18,6 +18,8 @@ Cherry pick f398adcde6bb5f8c3c0581f13f18e73d4417a46c from ConnectionPointFixes
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Cherry pick fb5a72267c5db89b7333287e12f05b614b71c23b from MiscFixes
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Cherry pick 6355054d6c8e76c6aa4b18760a293e3d1a020752 from master
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Remove coin toss for final phase
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DEMO
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====
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 3
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#define VERSION_PATCH 0
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#define VERSION_BUILD 12329
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#define VERSION_BUILD 12342
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -1349,7 +1349,7 @@ MonsterStrategy
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Ghost Saber Expand Spd = 14px
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# What HP % the boss throws a coin at the player, applying a curse, and hiding from the player.
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Curse Thresholds = 70%, 40%, 10%
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Curse Thresholds = 98%
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# How much time before the curse starts dealing damage to the player
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Curse Damage Wait Time = 10s
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# How much % damage the curse does to the player every second.
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