Explosions now make fun shakes and add to fun
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@ -75,6 +75,7 @@ MonoBehaviour:
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@ -6787,38 +6787,24 @@ MonoBehaviour:
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EnemyExplosionFun: 2
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@ -9610,7 +9596,7 @@ PrefabInstance:
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type: 3}
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type: 3}
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--- !u!1 &1878201189
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--- !u!1 &1878201189
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@ -7,6 +7,9 @@ namespace Saltosion.OneWeapon {
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public GameObject[] BodypartPrefabs;
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public GameObject[] BodypartPrefabs;
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public bool DebugExplode = false;
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public bool DebugExplode = false;
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private CameraFX CameraFX;
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private PlayerFun PlayerFun;
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private void Start() {
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private void Start() {
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foreach (GameObject Obj in BodypartPrefabs) {
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foreach (GameObject Obj in BodypartPrefabs) {
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Rigidbody2D Body = Obj.GetComponent<Rigidbody2D>();
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Rigidbody2D Body = Obj.GetComponent<Rigidbody2D>();
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@ -16,6 +19,9 @@ namespace Saltosion.OneWeapon {
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"Following is the GameObject that needs to get a Rigidbody2D.");
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"Following is the GameObject that needs to get a Rigidbody2D.");
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}
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}
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}
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}
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CameraFX = Camera.main.GetComponent<CameraFX>();
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PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
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}
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}
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private void Update() {
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private void Update() {
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@ -45,6 +51,9 @@ namespace Saltosion.OneWeapon {
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BloodLauncher.Splatter(transform.position + (Vector3)Direction * 0.5f, Vector2.zero, 70, 50f, 360f);
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BloodLauncher.Splatter(transform.position + (Vector3)Direction * 0.5f, Vector2.zero, 70, 50f, 360f);
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}
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}
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PlayerFun.Explosion(false);
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CameraFX.ScreenShake(10);
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if (destroyGameObject) {
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if (destroyGameObject) {
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Destroy(gameObject);
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Destroy(gameObject);
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}
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}
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