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using Godot;
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using GodotUtilities;
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using SupaLidlGame.BoundingBoxes;
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using SupaLidlGame.Characters;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.State.Weapon;
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namespace SupaLidlGame.Items.Weapons;
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/// <summary>
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/// A basic melee weapon.
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/// </summary>
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public partial class Sword : Weapon, IParryable
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{
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public bool IsAttacking { get; protected set; }
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public override bool IsUsing => IsUsingPrimary || IsUsingAlt;
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public override bool IsUsingPrimary => StateMachine.CurrentState is
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SwordAttackState;
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public override bool IsUsingAlt => StateMachine.CurrentState is
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SwordBlockState;
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[Export]
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public Hitbox Hitbox { get; set; }
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[Export]
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public AnimationPlayer AnimationPlayer { get; set; }
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/// <summary>
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/// The time frame in seconds for which the weapon will deal damage.
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/// </summary>
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/// <remarks>
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/// The value of <c>AttackTime</c> should be less than the
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/// value of <c>UseTime</c>
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/// </remarks>
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[Export]
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public double AttackTime { get; set; } = 0;
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[Export]
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public double AttackAltTime { get; set; } = 0;
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[Export]
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public double AttackAnimationDuration { get; set; }
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[Export]
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public GpuParticles2D ParryParticles { get; set; }
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[Export]
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public double NPCAnticipateTime { get; set; }
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[Export]
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public WeaponStateMachine StateMachine { get; set; }
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[Export]
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public Node2D Anchor { get; set; }
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public bool HasParried { get; protected set; }
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public override bool IsParryable { get; protected set; }
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public ulong ParryTimeOrigin { get; protected set; }
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[Export]
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public float BlockForce { get; set; } = 1;
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private Tween _currentTween;
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private AnimationNodeStateMachinePlayback _playback;
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public override void Equip(Character character)
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{
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base.Equip(character);
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Hitbox.Faction = character.Faction; // character is null before base
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}
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public override void Unequip(Character character)
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{
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base.Unequip(character);
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}
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public void EnableParry()
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{
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EnableParry(Time.GetTicksMsec());
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}
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/// <summary>
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/// Makes this melee weapon be able to parry and be parried.
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/// </summary>
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public void EnableParry(ulong parryTimeOrigin)
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{
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HasParried = false;
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IsParried = false;
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IsParryable = true;
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ParryTimeOrigin = parryTimeOrigin;
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}
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/// <summary>
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/// Makes this melee weapon be able to parry and be parried.
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/// </summary>
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public void DisableParry()
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{
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HasParried = false;
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IsParried = false;
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IsParryable = false;
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}
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public override void Use()
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{
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StateMachine.Use();
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base.Use();
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}
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public override void Deuse()
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{
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StateMachine.Deuse();
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base.Deuse();
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}
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public override void UseAlt()
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{
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StateMachine.UseAlt();
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base.UseAlt();
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}
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public override void DeuseAlt()
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{
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StateMachine.DeuseAlt();
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base.DeuseAlt();
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}
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/// <summary>
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/// Enables the weapon's hitbox. Prefer to call this from a state machine
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/// rather than managing state through the weapon script.
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/// </summary>
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public void Attack()
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{
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//RemainingAttackTime = AttackTime;
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IsAttacking = true;
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Hitbox.IsDisabled = false;
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}
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/// <summary>
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/// Disables the weapon's hitbox and processes all hurtboxes it hit.
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/// </summary>
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public void Deattack()
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{
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IsAttacking = false;
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Hitbox.IsDisabled = true;
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ProcessHits();
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DisableParry();
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Hitbox.ResetIgnoreList();
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AnimationPlayer.SpeedScale = 1;
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}
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public override void _Ready()
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{
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Hitbox.Damage = Damage;
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Hitbox.Hit += OnHitboxHit;
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StateMachine.StateChanged += OnStateChanged;
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}
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public void OnStateChanged(Node state)
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{
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if (StateMachine.UsedItemStates is null)
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{
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return;
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}
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foreach (var nodePath in StateMachine.UsedItemStates)
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{
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if (StateMachine.GetNode(nodePath) == state)
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{
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Character.Inventory.EmitSignal(
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Inventory.SignalName.UsedItem, this);
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//EmitSignal(SignalName.UsedItem, this);
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}
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}
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}
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public override void _Process(double delta)
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{
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StateMachine.Process(delta);
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base._Process(delta);
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}
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/// <summary>
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/// Processes all hits and applies damages to hurtboxes.
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/// </summary>
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public void ProcessHits()
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{
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if (IsParried || HasParried)
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{
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return;
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}
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foreach (BoundingBox box in Hitbox.Hits)
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{
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if (box is Hurtbox hurtbox)
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{
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hurtbox.InflictDamage(
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Damage,
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Character,
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Knockback,
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this);
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}
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}
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if (Hitbox.Hits.Count > 0)
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{
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Character.ApplyImpulse(-Character.Target.Normalized() * Knockback);
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}
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}
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public void AttemptParry(Weapon otherWeapon)
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{
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if (otherWeapon.IsParryable &&
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otherWeapon is IParryable otherParryable)
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{
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if (ParryTimeOrigin < otherParryable.ParryTimeOrigin)
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{
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// our character was parried
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ParryParticles.CloneOnWorld<GpuParticles2D>().EmitOneShot();
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Stun(otherParryable.BlockForce);
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if (otherParryable is Sword sword)
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{
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if (sword.StateMachine.CurrentState is SwordBlockState b)
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{
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b.HasBlocked = true;
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}
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}
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}
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else
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{
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HasParried = true;
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}
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}
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}
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/// <summary>
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/// Stuns the wepaon holder. This is unique to swords and melee weapons
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/// if they can parry.
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/// </summary>
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public void Stun(float blockForce)
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{
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IsParried = true;
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Character.Stats.AddStaggerDamage(Damage * blockForce);
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// optionally play parry sound
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GetNode<AudioStreamPlayer2D>("ParrySound")?
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.OnWorld()
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.WithPitchDeviation(0.125f)
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.PlayOneShot();
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}
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public override void OnHitboxHit(BoundingBox box)
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{
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if (IsParried)
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{
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return;
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}
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if (box is Hitbox hb)
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{
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Weapon w = hb.GetAncestor<Weapon>();
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if (w is not null)
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{
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AttemptParry(w);
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}
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}
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if (box is Hurtbox hurt)
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{
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if (hurt.GetParent() is Character c)
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{
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var item = c.Inventory.SelectedItem;
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if (item is Weapon w)
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{
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AttemptParry(w);
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}
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}
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}
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}
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}
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