Make punches work and make damage boost work
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e171049731
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@ -120,8 +120,8 @@ MonoBehaviour:
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@ -346,9 +387,10 @@ GameObject:
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@ -434,8 +476,30 @@ MonoBehaviour:
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CameraFX: {fileID: 0}
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CameraFX: {fileID: 0}
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PunchingHand: {fileID: 7903806047682221272}
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PlayerFun: {fileID: 5050980832709922958}
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HandRetractSpeed: 10
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HandRetractSpeed: 10
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HandRotationRetractSpeed: 300
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HandRotationRetractSpeed: 300
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Player: {fileID: 8489029732530782806}
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MaxFun: 100
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FunDegradeSpeed: 5
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StandingStillMultiplier: 1.5
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WeaponFun: 20
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EnemyExplosionFun: 2
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FurnitureExplosionFun: 1
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DebugAdd10Fun: 0
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@ -48,7 +48,7 @@ namespace Saltosion.OneWeapon.Bullets {
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ExplodableHealth Health = collider.GetComponent<ExplodableHealth>();
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ExplodableHealth Health = collider.GetComponent<ExplodableHealth>();
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Vector2 Direction = (collider.transform.position - transform.position).normalized;
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Vector2 Direction = (collider.transform.position - transform.position).normalized;
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if (Health != null) {
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if (Health != null) {
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Health.Damage(1f, -Direction);
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Health.Damage(12f, -Direction);
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} else if (Explodable != null) {
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} else if (Explodable != null) {
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Explodable.Explode(true);
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Explodable.Explode(true);
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} else if (collider.tag == "Environment") {
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} else if (collider.tag == "Environment") {
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@ -10,13 +10,16 @@ namespace Saltosion.OneWeapon {
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private Explodable Explodable;
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private Explodable Explodable;
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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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Explodable = GetComponent<Explodable>();
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Explodable = GetComponent<Explodable>();
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PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
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}
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}
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public void Damage(float amount, Vector2 fromDirection) {
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public void Damage(float amount, Vector2 fromDirection) {
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BloodLauncher.Splatter(transform.position, -fromDirection, (int)(10 * amount), 100f, 100);
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BloodLauncher.Splatter(transform.position, -fromDirection, (int)(10 * amount), 100f, 100);
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MaxHealth -= amount;
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MaxHealth -= amount * (1 + PlayerFun.CurrentDamageBoost);
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if (MaxHealth <= 0) {
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if (MaxHealth <= 0) {
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MaxHealth = 0;
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MaxHealth = 0;
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Explodable.Explode(true);
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Explodable.Explode(true);
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@ -22,6 +22,10 @@ namespace Saltosion.OneWeapon {
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public CameraFX CameraFX;
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public CameraFX CameraFX;
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public PunchingHand PunchingHand;
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public PlayerFun PlayerFun;
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private Gun Gun;
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private Gun Gun;
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private Vector2 GunLocation = new Vector2(0, -0.6f);
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private Vector2 GunLocation = new Vector2(0, -0.6f);
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@ -106,13 +110,16 @@ namespace Saltosion.OneWeapon {
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CameraFX.ScreenShake(4f);
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CameraFX.ScreenShake(4f);
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} else if (CurrentHandDistance <= 0) {
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} else if (CurrentHandDistance <= 0) {
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CurrentHandDistance = 1.5f;
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CurrentHandDistance = 1.5f;
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CurrentHandRotation = 100;
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CurrentHandRotation = 55;
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PunchingHand.Punching = true;
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}
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}
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}
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}
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if (CurrentHandDistance > 0) {
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if (CurrentHandDistance > 0) {
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CurrentHandDistance -= HandRetractSpeed * Time.deltaTime;
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CurrentHandDistance -= HandRetractSpeed * Time.deltaTime;
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CurrentHandDistance = Mathf.Max(CurrentHandDistance, 0);
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CurrentHandDistance = Mathf.Max(CurrentHandDistance, 0);
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} else {
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PunchingHand.Punching = false;
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}
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}
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if (CurrentHandRotation > 0) {
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if (CurrentHandRotation > 0) {
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@ -127,17 +134,25 @@ namespace Saltosion.OneWeapon {
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Vector3 HandRotation = SubHand.localEulerAngles;
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Vector3 HandRotation = SubHand.localEulerAngles;
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HandRotation.z = CurrentHandRotation;
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HandRotation.z = CurrentHandRotation;
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SubHand.localEulerAngles = HandRotation;
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SubHand.localEulerAngles = HandRotation;
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bool Drop = Input.GetButtonDown("DropWeapon");
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if (Gun != null && Drop) {
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SetGun(null);
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}
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}
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}
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public void SetGun(Gun gun) {
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public void SetGun(Gun gun) {
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PlayerFun.ReceiveNewWeapon();
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if (Gun != null) {
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if (Gun != null) {
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Destroy(Gun.gameObject);
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Destroy(Gun.gameObject);
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}
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}
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Gun = gun;
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Gun = gun;
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if (gun != null) {
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Gun.transform.parent = Hand;
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Gun.transform.parent = Hand;
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Gun.transform.localPosition = GunLocation;
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Gun.transform.localPosition = GunLocation;
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Gun.transform.localEulerAngles = GunRotation;
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Gun.transform.localEulerAngles = GunRotation;
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}
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}
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}
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}
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}
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}
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}
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@ -22,7 +22,7 @@ namespace Saltosion.OneWeapon {
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public float CurrentDamageBoost { private set; get; }
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public float CurrentDamageBoost { private set; get; }
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void Start() {
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void Start() {
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CurrentFun = MaxFun;
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CurrentFun = MaxFun * 0.75f;
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}
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}
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void Update() {
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void Update() {
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29
Assets/Scripts/PunchingHand.cs
Normal file
29
Assets/Scripts/PunchingHand.cs
Normal file
@ -0,0 +1,29 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Saltosion.OneWeapon {
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public class PunchingHand : MonoBehaviour {
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public bool Punching = false;
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void Update() {
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}
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void OnTriggerEnter2D(Collider2D collider) {
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if (Punching) {
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Punching = false;
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Explodable Explodable = collider.GetComponent<Explodable>();
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ExplodableHealth Health = collider.GetComponent<ExplodableHealth>();
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Vector2 Direction = (collider.transform.position - transform.position).normalized;
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if (Health != null) {
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Health.Damage(8f, -Direction);
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} else if (Explodable != null) {
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Explodable.Explode(true);
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}
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}
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}
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}
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}
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11
Assets/Scripts/PunchingHand.cs.meta
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11
Assets/Scripts/PunchingHand.cs.meta
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@ -0,0 +1,11 @@
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@ -54,13 +54,13 @@ InputManager:
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axis: 0
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axis: 0
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joyNum: 0
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joyNum: 0
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- serializedVersion: 3
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- serializedVersion: 3
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m_Name: Fire2
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m_Name: DropWeapon
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descriptiveName:
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descriptiveName:
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descriptiveNegativeName:
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descriptiveNegativeName:
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negativeButton:
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negativeButton:
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positiveButton: left alt
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positiveButton: q
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altNegativeButton:
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altNegativeButton:
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altPositiveButton: mouse 1
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altPositiveButton:
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gravity: 1000
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gravity: 1000
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dead: 0.001
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dead: 0.001
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sensitivity: 1000
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sensitivity: 1000
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