Update knockback logic and formula again. Release Build 9177.
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@ -838,7 +838,11 @@ geom2d::circle<float>Monster::Hitbox(){
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}
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void Monster::Knockback(const vf2d&vel){
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//A new angle will be applied, but will be constrained by whichever applied velocity is strongest (either the current velocity, or the new one). This prevents continuous uncapped velocities to knockbacks applied.
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float maxVelThreshold=std::max(vel.mag(),this->vel.mag());
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this->vel+=vel;
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float newVelAngle=this->vel.polar().y;
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this->vel=vf2d{maxVelThreshold,newVelAngle}.cart();
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}
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void Monster::Knockup(float duration){
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@ -305,9 +305,11 @@ State::State Player::GetState(){
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}
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void Player::Knockback(vf2d vel){
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if(!HasIframes()){
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this->vel+=vel;
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}
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//A new angle will be applied, but will be constrained by whichever applied velocity is strongest (either the current velocity, or the new one). This prevents continuous uncapped velocities to knockbacks applied.
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float maxVelThreshold=std::max(vel.mag(),this->vel.mag());
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this->vel+=vel;
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float newVelAngle=this->vel.polar().y;
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this->vel=vf2d{maxVelThreshold,newVelAngle}.cart();
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}
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void Player::Update(float fElapsedTime){
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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 2
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#define VERSION_PATCH 0
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#define VERSION_BUILD 9176
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#define VERSION_BUILD 9177
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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