Add fun damage
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				@ -350,7 +350,7 @@ RectTransform:
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--- !u!114 &181126609
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@ -560,7 +560,7 @@ RectTransform:
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  m_SizeDelta: {x: 600, y: 200}
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  m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &317620729
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@ -585,10 +585,10 @@ MonoBehaviour:
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    m_MinSize: 4
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    m_MinSize: 3
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    m_MaxSize: 72
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    m_Alignment: 4
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    m_AlignByGeometry: 0
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@ -908,7 +908,7 @@ RectTransform:
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  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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  m_AnchorMin: {x: 0.5, y: 0.5}
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  m_AnchorMax: {x: 0.5, y: 0.5}
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  m_AnchoredPosition: {x: 0, y: -100}
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  m_AnchoredPosition: {x: 0, y: -70}
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  m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &783976060
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@ -933,10 +933,10 @@ MonoBehaviour:
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      Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
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@ -1178,7 +1178,7 @@ RectTransform:
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  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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  m_AnchorMin: {x: 0.5, y: 0.5}
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  m_AnchorMax: {x: 0.5, y: 0.5}
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  m_AnchoredPosition: {x: 0, y: -250}
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  m_AnchoredPosition: {x: 0, y: -200}
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  m_SizeDelta: {x: 250, y: 50}
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  m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &1382781933
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@ -456,7 +456,7 @@ RectTransform:
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  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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  m_AnchorMin: {x: 0.5, y: 0.5}
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  m_AnchorMax: {x: 0.5, y: 0.5}
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  m_AnchoredPosition: {x: 0, y: -250}
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  m_AnchoredPosition: {x: 0, y: -200}
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  m_SizeDelta: {x: 250, y: 50}
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  m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &570541436
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@ -1219,7 +1219,7 @@ RectTransform:
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  m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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  m_AnchorMin: {x: 0.5, y: 0.5}
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  m_AnchorMax: {x: 0.5, y: 0.5}
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  m_AnchoredPosition: {x: 0, y: -250}
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  m_AnchoredPosition: {x: 0, y: -200}
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  m_SizeDelta: {x: 250, y: 50}
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  m_Pivot: {x: 0.5, y: 0.5}
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--- !u!114 &2030313146
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@ -63,6 +63,7 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
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                AnimatableTransform.position = Vector2.Lerp(Root, Target, AnimationProgress);
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                if (AnimationProgress >= 1.0f) {
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                    // Attack hit, deal damage and start return animation
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                    TakeFunDamage();
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                    AttackHit = true;
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                    AnimationProgress = 0.0f;
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                }
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@ -79,6 +80,13 @@ namespace Saltosion.OneWeapon.AI.Behaviours {
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            return false;
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        }
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        private void TakeFunDamage() {
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            PlayerFun Player = Follow.Target.GetComponent<PlayerFun>();
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            if (Player != null) {
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                Player.TakeDamage();
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            }
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        }
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        private void OnDrawGizmosSelected() {
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            Gizmos.color = Color.red;
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            Gizmos.DrawWireSphere(transform.position, MeleeRange);
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@ -55,7 +55,7 @@ namespace Saltosion.OneWeapon {
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            DamageTextFun.color = FunColor;
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            FunTextFun.color = FunColor;
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            int FunLevelInt = (int)Mathf.Min(Mathf.Floor(FunPercent * 6), 5);
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            int FunLevelInt = (int)Mathf.Clamp(Mathf.Floor(FunPercent * 6), 0, 5);
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            FunTextGore.text = GoreTexts[FunLevelInt];
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            FunTextFun.text = FunTexts[FunLevelInt];
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@ -53,6 +53,10 @@ namespace Saltosion.OneWeapon {
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            CurrentFun = Mathf.Min(MaxFun, NewFun);
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        }
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        public void TakeDamage() {
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            AddFun(-5f);
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        }
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        public void ReceiveNewWeapon() {
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            AddFun(WeaponFun);
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        }
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