Multishot Ranger ability implemented.
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@ -50,6 +50,12 @@ every arrow normal autohit dmg. (can be used as shotgun against large foes for 6
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25 sec. cd
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55 Mana
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-3/16
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-1/8
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-1/16
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1/16
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1/8
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3/16
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Wizard
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@ -70,18 +70,31 @@ void Ranger::InitializeClassAbilities(){
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return true;
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};
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#pragma endregion
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#pragma region Ranger Ability 2 (???)
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#pragma region Ranger Ability 2 (Charged Shot)
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Ranger::ability2.action=
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[](Player*p,vf2d pos={}){
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vf2d arrowVelocity=util::pointTo(p->GetPos(),game->GetWorldMousePos());
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BULLET_LIST.push_back(std::make_unique<ChargedArrow>(p->GetPos(),arrowVelocity*600,20,p->GetAttack()*2.5,p->OnUpperLevel(),true));
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p->SetAnimationBasedOnTargetingDirection(atan2(arrowVelocity.y,arrowVelocity.x));
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return true;
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};
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#pragma endregion
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#pragma region Ranger Ability 3 (???)
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#pragma region Ranger Ability 3 (Multi Shot)
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Ranger::ability3.action=
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[](Player*p,vf2d pos={}){
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return false;
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geom2d::line pointTowardsCursor=geom2d::line(p->GetPos(),game->GetWorldMousePos());
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float shootingDist=pointTowardsCursor.length();
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vf2d shootingDirMiddle=pointTowardsCursor.vector();
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float shootingAngle=atan2(shootingDirMiddle.y,shootingDirMiddle.x);
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for(int i=0;i<7;i++){
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if(i==3)continue;
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float newAngle=shootingAngle-3.f/16*PI+i*1.f/16*PI;
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geom2d::line pointTowardsCursor=geom2d::line(p->GetPos(),p->GetPos()+vf2d{cos(newAngle),sin(newAngle)}*shootingDist);
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vf2d extendedLine=pointTowardsCursor.upoint(1.1);
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BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(p->GetPos(),extendedLine,vf2d{cos(newAngle)*250,float(sin(newAngle)*250-PI/8*250)}+p->movementVelocity,12,p->GetAttack(),p->OnUpperLevel(),true)));
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}
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p->SetAnimationBasedOnTargetingDirection(shootingAngle);
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return true;
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};
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#pragma endregion
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}
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@ -2,7 +2,7 @@
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_PATCH 0
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#define VERSION_BUILD 846
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#define VERSION_BUILD 847
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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