Fix accidental removal of knockback reduction for Warriors while blocking. Also add in knockup reduction for Warrior block. Release Build 9484.
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@ -309,6 +309,7 @@ void Player::Knockback(vf2d vel){
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//A new angle will be applied, but will be constrained by whichever applied velocity is strongest (either the current velocity, or the new one). This prevents continuous uncapped velocities to knockbacks applied.
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if(vel==vf2d{})return;
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float maxVelThreshold;
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if(GetState()==State::BLOCK)vel*=1-("Warrior.Right Click Ability.Knockback Reduction"_I/100.f);
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if(this->vel==vf2d{})maxVelThreshold=vel.mag();
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else maxVelThreshold=std::max(vel.mag(),this->vel.mag());
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this->vel+=vel;
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@ -1452,6 +1453,7 @@ geom2d::circle<float>Player::Hitbox(){
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}
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void Player::Knockup(float duration){
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if(GetState()==State::BLOCK)duration*=1-("Warrior.Right Click Ability.Knockup Reduction"_I/100.f);
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knockUpTimer+=duration;
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totalKnockupTime+=duration;
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knockUpZAmt+=32*pow(duration,2);
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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 2
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#define VERSION_PATCH 3
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#define VERSION_BUILD 9483
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#define VERSION_BUILD 9484
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -49,6 +49,10 @@ Warrior
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# Percentage of player's normal movement speed while block is active.
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SlowAmt = 0.3
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# Percentage of knockback that gets reduced while blocking.
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Knockback Reduction = 60%
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Knockup Reduction = 60%
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}
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Ability 1
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{
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