changed doc to 3-stage boss
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			@ -31,4 +31,9 @@ public abstract partial class Boss : Enemy
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                .RegisterBoss(_isActive ? this : null);
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        }
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    }
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    public override void _Ready()
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    {
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        base._Ready();
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    }
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}
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			@ -1,5 +1,6 @@
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using Godot;
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using GodotUtilities;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.State.Character;
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namespace SupaLidlGame.Characters;
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			@ -12,6 +13,8 @@ public partial class Doc : Boss
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    public Items.Weapons.Sword Lance { get; set; }
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    protected bool _dashedAway = false;
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    protected CharacterDashState _dashState;
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    protected float _originalDashModifier;
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    public override float Health
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    {
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			@ -37,9 +40,9 @@ public partial class Doc : Boss
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        {
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            switch (Health)
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            {
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                case < 200:
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                case < 300:
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                    return 3;
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                case < 400:
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                case < 600:
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                    return 2;
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                default:
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                    return 1;
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			@ -57,6 +60,10 @@ public partial class Doc : Boss
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        TelegraphAnimation = GetNode<AnimationPlayer>("Animations/Telegraph");
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        base._Ready();
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        _dashState = StateMachine.FindChildOfType<CharacterDashState>();
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        _originalDashModifier = _dashState.VelocityModifier;
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        // when we are hurt, start the boss fight
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        Hurt += (Events.HealthChangedArgs args) =>
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        {
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			@ -130,24 +137,52 @@ public partial class Doc : Boss
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            if (CanAttack && StunTime <= 0)
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            {
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                bool isTargetStunned = bestTarget.StunTime > 0;
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                if (!isTargetStunned && dist < 2500)
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                bool shouldDashAway = false;
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                bool shouldDashTowards = false;
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                var lance = Inventory.SelectedItem as Items.Weapons.Sword;
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                var lanceState = lance.StateMachine.CurrentState;
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                float dot = Direction.Normalized()
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                    .Dot(bestTarget.Direction.Normalized());
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                // doc will still dash if you are farther than normal but
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                // moving towards him
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                float distThreshold = 2500 - (dot * 400);
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                // or just directly dash towards you if you are too far
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                float distTowardsThreshold = 22500;
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                // dash towards if lance in anticipate state
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                shouldDashTowards = (isTargetStunned || _dashedAway) &&
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                    lanceState is State.Weapon.SwordAnticipateState ||
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                    dist > distTowardsThreshold;
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                shouldDashAway = dist < distThreshold && !isTargetStunned;
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                //if (!isTargetStunned && dist < 2500 && !_dashedAway)
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                if (shouldDashAway && !shouldDashTowards)
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                {
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                    if (Inventory.SelectedItem is Items.Weapon weapon)
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                    {
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                        // dash away if too close
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                        DashTo(-dir);
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                        UseCurrentItem();
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                        _dashedAway = true;
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                    }
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                    // dash away if too close
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                    _dashState.VelocityModifier = _originalDashModifier;
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                    DashTo(-dir);
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                    UseCurrentItem();
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                    _dashedAway = true;
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                }
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                else if (isTargetStunned || (dist < 3600 && _dashedAway))
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                else if (shouldDashTowards && !shouldDashAway)
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                {
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                    if (!Inventory.SelectedItem.IsUsing)
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                    {
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                        DashTo(dir);
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                        UseCurrentItem();
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                        _dashedAway = false;
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                    }
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                    // dash to player's predicted position
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                    _dashState.VelocityModifier = _originalDashModifier * 1.75f;
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                    var dashSpeed = _dashState.VelocityModifier * Speed;
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                    var newPos = Utils.Physics.PredictNewPosition(
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                        GlobalPosition,
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                        dashSpeed,
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                        pos,
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                        bestTarget.Velocity,
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                        out float _);
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                    DashTo(GlobalPosition.DirectionTo(newPos));
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                    _dashedAway = false;
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                }
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            }
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        }
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			@ -1,4 +1,4 @@
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[gd_scene load_steps=61 format=3 uid="uid://d2skjvvx6fal0"]
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[gd_scene load_steps=62 format=3 uid="uid://d2skjvvx6fal0"]
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[ext_resource type="Script" path="res://Characters/Doc.cs" id="2_3elet"]
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[ext_resource type="Shader" path="res://Shaders/Flash.gdshader" id="2_5jxom"]
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			@ -31,6 +31,7 @@
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[ext_resource type="Animation" uid="uid://8e8r3y1imvsx" path="res://Assets/Animations/stun.res" id="21_ixn4k"]
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[ext_resource type="PackedScene" uid="uid://p7oijq6dbvvk" path="res://Items/Weapons/DocLance.tscn" id="24_2es2r"]
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[ext_resource type="PackedScene" uid="uid://bauucuqvjwbxp" path="res://Items/Weapons/DocLanceHold.tscn" id="26_0tntj"]
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[ext_resource type="AudioStream" uid="uid://cqj44je3mvk60" path="res://Assets/Sounds/rauuul.wav" id="26_js7p2"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_7n7iy"]
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resource_local_to_scene = true
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			@ -467,7 +468,7 @@ BossStateMachine = NodePath("BossStateMachine")
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BossName = "Doc, The Two-Time"
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Music = ExtResource("3_eo4lg")
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HandTexture = ExtResource("4_8lqj6")
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Health = 800.0
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Health = 900.0
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Sprite = NodePath("Sprite")
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Inventory = NodePath("Inventory")
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StateMachine = NodePath("StateMachine")
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			@ -507,8 +508,8 @@ NPC = NodePath("../..")
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[node name="Dart" type="Node" parent="BossStateMachine" node_paths=PackedStringArray("ChooseAttackState", "Doc", "NPC")]
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script = ExtResource("8_1hoax")
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Duration = 8.0
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AttackDuration = 1.0
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Duration = 6.0
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AttackDuration = 1.5
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Projectile = ExtResource("11_23p3o")
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ChooseAttackState = NodePath("../ChooseAttack")
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Doc = NodePath("../..")
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			@ -613,6 +614,11 @@ emitting = false
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amount = 32
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process_material = SubResource("ParticleProcessMaterial_j1srf")
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[node name="BattleCry" type="AudioStreamPlayer2D" parent="Effects"]
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stream = ExtResource("26_js7p2")
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volume_db = 3.0
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attenuation = 0.5
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[node name="Sprite" type="Sprite2D" parent="."]
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modulate = Color(1, 1, 1, 0.5)
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y_sort_enabled = true
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			@ -132,7 +132,7 @@ texture = ExtResource("2_klp8v")
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hframes = 5
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[node name="Hitbox" parent="." instance=ExtResource("3_kojrj")]
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Damage = 14.0
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Damage = 45.0
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Knockback = 200.0
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[node name="CollisionShape2D" parent="Hitbox" index="0"]
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			@ -108,7 +108,7 @@ ProjectileName = "Unwanted Frequency"
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Speed = 124.0
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Direction = Vector2(1, 1)
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Hitbox = NodePath("Hitbox")
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Lifetime = 7.0
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Lifetime = 4.0
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[node name="Hitbox" parent="." instance=ExtResource("2_gxtvd")]
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collision_layer = 0
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			@ -157,7 +157,7 @@ public partial class Sword : Weapon, IParryable
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    {
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        IsParried = true;
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        AnimationPlayer.SpeedScale = 0.25f;
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        Character.Stun(1);
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        Character.Stun(2);
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        GetNode<AudioStreamPlayer2D>("ParrySound")
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            .OnWorld()
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            .WithPitchDeviation(0.125f)
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			@ -19,6 +19,7 @@ public partial class DocExitState : NPCState
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    {
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        _currentDuration = Duration;
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        TelegraphAnimationPlayer.Play("exit_out");
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        NPC.ShouldMove = false;
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        return null;
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    }
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			@ -36,6 +36,7 @@ public partial class DocLanceState : DocAttackState
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    {
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        var state = base.Enter(previousState);
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        _doc.ShouldMove = true;
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        _doc.GetNode<AudioStreamPlayer2D>("Effects/BattleCry").Play();
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        //if (_doc.Intensity > 2)
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        //{
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			@ -45,8 +45,8 @@ public partial class DocShungiteDartState : DocAttackState
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        var playerPos = player.GlobalPosition;
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        // global position is (from npc to player) * 2 = (2 * npc) - player
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        //projectile.GlobalPosition = 2 * NPC.GlobalPosition - playerPos;
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        Vector2 position1 = 2 * NPC.GlobalPosition - playerPos;
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        Vector2 position2 = 2 * playerPos - NPC.GlobalPosition;
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        Vector2 position1 = 3 * NPC.GlobalPosition - 2 * playerPos;
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        Vector2 position2 = 3 * playerPos - 2 * NPC.GlobalPosition;
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        Vector2 direction1 = position1.DirectionTo(playerPos);
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        Vector2 direction2 = -direction1;
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        SpawnProjectile(position1, direction1);
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			@ -61,7 +61,7 @@ public partial class DocShungiteDartState : DocAttackState
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            return null;
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        }
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        if ((_currentDuration -= delta) <= 0)
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        if ((_currentDuration -= delta) <= 0 || Doc.Intensity > 2)
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        {
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            return ChooseAttackState;
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        }
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			@ -75,7 +75,7 @@ public partial class DocShungiteSpikeState : DocShungiteDartState
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            return null;
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        }
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        if ((_currentAttackDuration -= delta) <= 0)
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        if ((_currentAttackDuration -= delta) <= 0 || Doc.Intensity > 2)
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        {
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            Attack();
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        }
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			@ -26,6 +26,7 @@ public partial class DocTelegraphState : NPCState
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        _currentDuration = Duration;
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        TelegraphAnimationPlayer.Play("enter_in");
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        NPC.ShouldMove = true;
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        var player = this.GetAncestor<Utils.World>().CurrentPlayer;
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        Vector2 randVec;
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			@ -36,8 +37,8 @@ public partial class DocTelegraphState : NPCState
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            float randY = GD.RandRange(-112, 112);
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            randVec = new Vector2(randX, randY);
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        }
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        while (randVec.DistanceSquaredTo(player.GlobalPosition) < 1024);
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        // can not teleport within 32 units of the player
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        while (randVec.DistanceSquaredTo(player.GlobalPosition) < 9216);
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        // can not teleport within 96 units of the player
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        NPC.GlobalPosition = randVec;
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        return null;
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