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@ -73,7 +73,7 @@ bool Wizard::AutoAttack(){ |
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return true; |
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return true; |
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} |
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} |
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void Wizard::InitializeClassAbilities(){ |
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void Wizard::InitializeClassAbilities(){ |
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#pragma region Wizard Right-click Ability (???) |
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#pragma region Wizard Right-click Ability (Teleport) |
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Wizard::rightClickAbility.action= |
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Wizard::rightClickAbility.action= |
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[&](){ |
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[&](){ |
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float pointMouseDirection=atan2(game->GetWorldMousePos().y-GetPos().y,game->GetWorldMousePos().x-GetPos().x); |
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float pointMouseDirection=atan2(game->GetWorldMousePos().y-GetPos().y,game->GetWorldMousePos().x-GetPos().x); |
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@ -101,7 +101,7 @@ void Wizard::InitializeClassAbilities(){ |
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} |
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} |
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}; |
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}; |
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#pragma endregion |
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#pragma endregion |
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#pragma region Wizard Ability 1 (???) |
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#pragma region Wizard Ability 1 (Fire Bolt) |
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Wizard::ability1.action= |
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Wizard::ability1.action= |
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[&](){ |
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[&](){ |
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float angleToCursor=atan2(game->GetWorldMousePos().y-GetPos().y,game->GetWorldMousePos().x-GetPos().x); |
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float angleToCursor=atan2(game->GetWorldMousePos().y-GetPos().y,game->GetWorldMousePos().x-GetPos().x); |
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@ -109,7 +109,7 @@ void Wizard::InitializeClassAbilities(){ |
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return true; |
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return true; |
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}; |
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}; |
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#pragma endregion |
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#pragma endregion |
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#pragma region Wizard Ability 2 (???) |
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#pragma region Wizard Ability 2 (Lightning Bolt) |
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Wizard::ability2.action= |
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Wizard::ability2.action= |
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[&](){ |
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[&](){ |
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float angleToCursor=atan2(game->GetWorldMousePos().y-GetPos().y,game->GetWorldMousePos().x-GetPos().x); |
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float angleToCursor=atan2(game->GetWorldMousePos().y-GetPos().y,game->GetWorldMousePos().x-GetPos().x); |
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@ -117,10 +117,11 @@ void Wizard::InitializeClassAbilities(){ |
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return true; |
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return true; |
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}; |
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}; |
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#pragma endregion |
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#pragma endregion |
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#pragma region Wizard Ability 3 (???) |
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#pragma region Wizard Ability 3 (Meteor) |
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Wizard::ability3.action= |
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Wizard::ability3.action= |
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[&](){ |
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[&](){ |
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SetState(State::CASTING); |
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SetState(State::CASTING); |
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CastSpell("Meteor",1.5); |
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game->AddEffect(std::make_unique<Meteor>(GetPos(),3,AnimationState::METEOR,OnUpperLevel(),vf2d{1,1},2)); |
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game->AddEffect(std::make_unique<Meteor>(GetPos(),3,AnimationState::METEOR,OnUpperLevel(),vf2d{1,1},2)); |
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return true; |
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return true; |
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}; |
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}; |
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