Simplify fade in and fade out bullet code. Remove unnecessary variables. Release Build 9483.
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@ -153,11 +153,9 @@ void Bullet::_Update(const float fElapsedTime){
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void Bullet::Draw()const{
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void Bullet::Draw()const{
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Pixel blendCol=col;
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Pixel blendCol=col;
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if(fadeInTime==0&&fadeOutTime==0){
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if(fadeInTime==0&&fadeOutTime==0)blendCol.a=col.a;
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blendCol.a=col.a;
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else if(fadeOutTime>0)blendCol.a=uint8_t(util::lerp(col.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime)));
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}else
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else if(fadeInTime>0)blendCol.a=uint8_t(util::lerp(col.a,0,((fadeInTime-fadeInTimer)/fadeInTime)));
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if(fadeOutTime>0)blendCol.a=uint8_t(util::lerp(col.a,0,1-((fadeOutTime-fadeOutTimer)/fadeOutTime)));
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if(fadeInTime>0)blendCol.a=uint8_t(util::lerp(col.a,0,((fadeInTime-fadeInTimer)/fadeInTime)));
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if(GetZ()>0){
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if(GetZ()>0){
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vf2d shadowScale=vf2d{8*scale.x/3.f,1}/std::max(1.f,GetZ()/8);
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vf2d shadowScale=vf2d{8*scale.x/3.f,1}/std::max(1.f,GetZ()/8);
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@ -193,7 +193,6 @@ struct Tornado:public Bullet{
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float knockbackAmt{};
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float knockbackAmt{};
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float fadeInDuration{};
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float fadeInDuration{};
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float rot{0.f};
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float rot{0.f};
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bool fadeOut{false};
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Tornado(vf2d centerPoint,float distance,float initialRot,float rotSpd,int damage,const float knockupAmt,const float knockbackAmt,const float lifetime,bool upperLevel,bool friendly=false,Pixel col=WHITE,const vf2d scale={1,1});
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Tornado(vf2d centerPoint,float distance,float initialRot,float rotSpd,int damage,const float knockupAmt,const float knockbackAmt,const float lifetime,bool upperLevel,bool friendly=false,Pixel col=WHITE,const vf2d scale={1,1});
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void Update(float fElapsedTime)override;
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void Update(float fElapsedTime)override;
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bool PlayerHit(Player*player)override;//DO NOT CALL THIS DIRECTLY! INSTEAD USE _PlayerHit()!!
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bool PlayerHit(Player*player)override;//DO NOT CALL THIS DIRECTLY! INSTEAD USE _PlayerHit()!!
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@ -50,8 +50,7 @@ void Tornado::Update(float fElapsedTime){
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pos=centerPoint+polarAngle.cart();
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pos=centerPoint+polarAngle.cart();
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if(lifetime<=0.5f&&!fadeOut){
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if(lifetime<=0.5f&&fadeOutTime==0.f){
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fadeOut=true;
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fadeOutTime=0.5f;
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fadeOutTime=0.5f;
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}
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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_MAJOR 1
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#define VERSION_MINOR 2
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#define VERSION_MINOR 2
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#define VERSION_PATCH 3
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#define VERSION_PATCH 3
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#define VERSION_BUILD 9482
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#define VERSION_BUILD 9483
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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@ -808,7 +808,7 @@ MonsterStrategy
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Attack Duration = 9s
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Attack Duration = 9s
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Knockup Duration = 0.7s
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Knockup Duration = 0.7s
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Knockback Amount = 2.0
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Knockback Amount = 10
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Tornado Fade-In Time = 0.5s
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Tornado Fade-In Time = 0.5s
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