Added retreat configuration variables.
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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@ -56,7 +56,7 @@ private:
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protected:
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protected:
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const float ATTACK_COOLDOWN="Warrior.Auto Attack.Cooldown"_F;
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const float ATTACK_COOLDOWN="Warrior.Auto Attack.Cooldown"_F;
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const float MAGIC_ATTACK_COOLDOWN="Wizard.Auto Attack.Cooldown"_F;
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const float MAGIC_ATTACK_COOLDOWN="Wizard.Auto Attack.Cooldown"_F;
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const float ARROW_ATTACK_COOLDOWN=0.6f;
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float ARROW_ATTACK_COOLDOWN="Ranger.Auto Attack.Cooldown"_F;
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void SetSwordSwingTimer(float val);
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void SetSwordSwingTimer(float val);
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void SetState(State newState);
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void SetState(State newState);
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void SetFacingDirection(Key direction);
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void SetFacingDirection(Key direction);
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@ -86,8 +86,8 @@ protected:
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void PrepareCast(Ability&ability);
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void PrepareCast(Ability&ability);
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vf2d precastLocation={};
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vf2d precastLocation={};
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void SetVelocity(vf2d vel);
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void SetVelocity(vf2d vel);
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const float RETREAT_DISTANCE=24*2.5;
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const float RETREAT_DISTANCE=122.5*"Ranger.Right Click Ability.RetreatDistance"_F/100;
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const float RETREAT_TIME=0.2; //How long the Retreat ability takes.
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float RETREAT_TIME="Ranger.Right Click Ability.RetreatTime"_F; //How long the Retreat ability takes.
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const int RETREAT_GHOST_FRAMES=8;
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const int RETREAT_GHOST_FRAMES=8;
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const float RETREAT_GHOST_FRAME_DELAY=0.025;
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const float RETREAT_GHOST_FRAME_DELAY=0.025;
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float ghostFrameTimer=0;
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float ghostFrameTimer=0;
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@ -23,6 +23,11 @@ Ranger
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Precast Time = 0
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Precast Time = 0
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Casting Range = 0
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Casting Range = 0
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Casting Size = 0
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Casting Size = 0
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# How long the retreat takes.
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RetreatTime = 0.2
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# The distance the retreat moves the Ranger.
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RetreatDistance = 500
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}
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}
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Ability 1
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Ability 1
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{
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{
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