Merge with upstream master branch.
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ef04956414
@ -326,9 +326,11 @@ void Monster::STRATEGY::GHOST_OF_PIRATE_CAPTAIN(Monster&m,float fElapsedTime,std
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m.B(A::IGNORE_DEFAULT_ANIMATIONS)=true;
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RUN_TOWARDS(m,game->GetElapsedTime(),"Run Towards");
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m.PerformAnimation("DEATH");
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game->GetPlayer()->RemoveAllBuffs(BuffType::PIRATE_GHOST_CAPTAIN_CURSE_DOT);
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return true;
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});
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m.F(A::CANNON_TIMER)+=fElapsedTime;
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m.F(A::SHRAPNEL_CANNON_TIMER)+=fElapsedTime;
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if(m.F(A::CANNON_TIMER)>=ConfigFloat("Final Cannon Shot Delay")){
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switch(m.I(A::CANNON_SHOT_TYPE)){
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case BOMBARDMENT:{
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@ -365,7 +367,7 @@ void Monster::STRATEGY::GHOST_OF_PIRATE_CAPTAIN(Monster&m,float fElapsedTime,std
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if(m.F(A::SHRAPNEL_CANNON_TIMER)>=ConfigFloat("Final Shrapnel Timer")){
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m.I(A::SHRAPNEL_SHOT_COUNT)=ConfigInt("Shrapnel Shot Bullet Count");
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m.F(A::SHRAPNEL_SHOT_FALL_TIMER)=ConfigFloat("Shrapnel Shot Bullet Separation");
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m.F(A::SHRAPNEL_CANNON_TIMER)=0.f+util::random(0.5f); // A little randomness to offset the two timers if they happen to occur at once.
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m.F(A::SHRAPNEL_CANNON_TIMER)=util::random(0.5f); // A little randomness to offset the two timers if they happen to occur at once.
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}
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}break;
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}
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@ -18,9 +18,8 @@ Cherry pick f398adcde6bb5f8c3c0581f13f18e73d4417a46c from ConnectionPointFixes
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Cherry pick fb5a72267c5db89b7333287e12f05b614b71c23b from MiscFixes
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Cherry pick 6355054d6c8e76c6aa4b18760a293e3d1a020752 from master
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Remove coin toss for final phase
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Issues with cannon fire in the final phase
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Rebalance final phase ghost sabers
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Remove curse debuff on boss kill
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Shrapnel shots not occurring on final phase?
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DEMO
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====
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