Start implemnting ranger config
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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@ -34,7 +34,7 @@ bool Ranger::AutoAttack(){
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vf2d extendedLine=pointTowardsCursor.upoint(1.1);
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vf2d extendedLine=pointTowardsCursor.upoint(1.1);
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float angleToCursor=atan2(extendedLine.y-GetPos().y,extendedLine.x-GetPos().x);
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float angleToCursor=atan2(extendedLine.y-GetPos().y,extendedLine.x-GetPos().x);
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attack_cooldown_timer=ARROW_ATTACK_COOLDOWN;
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attack_cooldown_timer=ARROW_ATTACK_COOLDOWN;
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BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(GetPos(),extendedLine,vf2d{cos(angleToCursor)*250,float(sin(angleToCursor)*250-PI/8*250)}+movementVelocity,12,GetAttack(),OnUpperLevel(),true)));
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BULLET_LIST.push_back(std::make_unique<Arrow>(Arrow(GetPos(),extendedLine,vf2d{cos(angleToCursor)*"Ranger.Auto Attack.ArrowSpd"_F,float(sin(angleToCursor)*"Ranger.Auto Attack.ArrowSpd"_F-PI/8*"Ranger.Auto Attack.ArrowSpd"_F)}+movementVelocity,"Ranger.Auto Attack.Radius"_F/100*12,GetAttack()*"Ranger.Auto Attack.DamageMult"_F,OnUpperLevel(),true)));
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SetState(State::SHOOT_ARROW);
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SetState(State::SHOOT_ARROW);
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SetAnimationBasedOnTargetingDirection(angleToCursor);
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SetAnimationBasedOnTargetingDirection(angleToCursor);
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return true;
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return true;
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@ -2,6 +2,14 @@ Ranger
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{
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{
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ClassName = Ranger
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ClassName = Ranger
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Auto Attack
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{
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DamageMult = 1
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Radius = 100
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Cooldown = 0.35
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ArrowSpd = 250
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}
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Right Click Ability
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Right Click Ability
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{
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{
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Name = Retreat
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Name = Retreat
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