@ -465,7 +465,15 @@ void Player::Update(float fElapsedTime){
spin_angle = 0 ;
z = 0 ;
float numb = 4 ;
const HurtList & hitEnemies = game - > Hurt ( pos , " Warrior.Ability 2.Range " _F / 100 * 12 , int ( GetAttack ( ) * " Warrior.Ability 2.DamageMult " _F ) , OnUpperLevel ( ) , 0 , HurtType : : MONSTER , HurtFlag : : PLAYER_ABILITY ) ;
float groundSlamVisualRange { " Warrior.Ability 2.Range " _F / 300 * 1.33f } ;
float groundSlamRange { " Warrior.Ability 2.Range " _F / 100 * 12 } ;
int groundSlamDamage { int ( GetAttack ( ) * " Warrior.Ability 2.DamageMult " _F ) } ;
if ( HasEnchant ( " Improved Ground Slam " ) ) {
groundSlamVisualRange + = groundSlamVisualRange * " Improved Ground Slam " _ENC [ " GROUND SLAM RADIUS INCREASE " ] / 100.f ;
groundSlamRange + = groundSlamRange * " Improved Ground Slam " _ENC [ " GROUND SLAM RADIUS INCREASE " ] / 100.f ;
groundSlamDamage + = GetDefense ( ) * " Improved Ground Slam " _ENC [ " DEFENSE DAMAGE " ] / 100.f ;
}
const HurtList & hitEnemies = game - > Hurt ( pos , groundSlamRange , groundSlamDamage , OnUpperLevel ( ) , 0 , HurtType : : MONSTER , HurtFlag : : PLAYER_ABILITY ) ;
# pragma region Knockback effect
for ( auto & [ targetPtr , wasHurt ] : hitEnemies ) {
if ( ! std : : holds_alternative < Monster * > ( targetPtr ) ) ERR ( " WARNING! A hurt request list was expecting only monster pointers, but got another type instead! THIS SHOULD NOT BE HAPPENING! " ) ;
@ -483,7 +491,7 @@ void Player::Update(float fElapsedTime){
monsterPtr - > Knockback ( vf2d { knockbackAmt , knockbackDir } . cart ( ) ) ;
}
# pragma endregion
game - > AddEffect ( std : : make_unique < Effect > ( GetPos ( ) , " Warrior.Ability 2.EffectLifetime " _F , " ground-slam-attack-front.png " , upperLevel , " Warrior.Ability 2.Range " _F / 300 * 1.33f , " Warrior.Ability 2.EffectFadetime " _F ) , std : : make_unique < Effect > ( GetPos ( ) , " Warrior.Ability 2.EffectLifetime " _F , " ground-slam-attack-back.png " , upperLevel , " Warrior.Ability 2.Range " _F / 300 * 1.33f , " Warrior.Ability 2.EffectFadetime " _F ) ) ;
game - > AddEffect ( std : : make_unique < Effect > ( GetPos ( ) , " Warrior.Ability 2.EffectLifetime " _F , " ground-slam-attack-front.png " , upperLevel , groundSlamVisualRange , " Warrior.Ability 2.EffectFadetime " _F ) , std : : make_unique < Effect > ( GetPos ( ) , " Warrior.Ability 2.EffectLifetime " _F , " ground-slam-attack-back.png " , upperLevel , groundSlamVisualRange , " Warrior.Ability 2.EffectFadetime " _F ) ) ;
SoundEffect : : PlaySFX ( " Warrior Ground Slam " , SoundEffect : : CENTERED ) ;
}
if ( lastAnimationFlip > 0 ) {