Remove extraneous log lines. Restore original cannon cycle. Release Build 11972.
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@ -927,11 +927,9 @@ void AiL::ProximityKnockback(const vf2d pos,const float radius,const float knock
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}
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}
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if(CheckForPlayerCollisions){
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LOG(std::format("Checking for player collision: {} {} {} {}",pos.str(),radius,GetPlayer()->GetPos().str(),12*GetPlayer()->GetSizeMult()));
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if(geom2d::overlaps(geom2d::circle(pos,radius),geom2d::circle(GetPlayer()->GetPos(),12*GetPlayer()->GetSizeMult()))){
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LOG("Player collision succeeded.");
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GetPlayer()->ProximityKnockback(pos,knockbackAmt);
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}else LOG("Player collision failed.");
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}
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}
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}
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@ -683,7 +683,6 @@ void Player::Update(float fElapsedTime){
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float newX=pos.x+totalVel.x*fElapsedTime;
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float newY=pos.y+totalVel.y*fElapsedTime;
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MoveFlag::MoveFlag flag{MoveFlag::NONE};
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LOG(std::format("Vel is currently: {}",totalVel.str()));
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if(vel==vf2d{})flag=MoveFlag::PREVENT_CAST_CANCELLING; //This means added velocity is the only thing affecting movement, we don't stop casting for additional velocity actors.
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SetX(newX,flag);
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SetY(newY,flag);
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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 3
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#define VERSION_PATCH 0
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#define VERSION_BUILD 11970
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#define VERSION_BUILD 11972
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -1302,7 +1302,7 @@ MonsterStrategy
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{
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# 0 = Normal Cannon Shot, 1 = Silence, 2 = Shrapnel Shot
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# Repeats at end of cycle.
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Cannon Cycle = 0
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Cannon Cycle = 0,0,0,0,0,0,0,0,1,2,1
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Cannon Shot Delay = 0.4s
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Cannon Shot Impact Time = 2.5s
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