Fix enemies not dying
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bdb0790629
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a24880784a
@ -6,9 +6,12 @@ namespace Saltosion.OneWeapon {
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public class Explodable : MonoBehaviour {
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public class Explodable : MonoBehaviour {
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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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[Tooltip("This only applies if this GameObject also has the Health component.")]
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public bool KillOnZeroHealth = true;
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private CameraFX CameraFX;
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private CameraFX CameraFX;
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private PlayerFun PlayerFun;
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private PlayerFun PlayerFun;
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private Health Health;
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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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@ -22,6 +25,7 @@ namespace Saltosion.OneWeapon {
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CameraFX = Camera.main.GetComponent<CameraFX>();
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CameraFX = Camera.main.GetComponent<CameraFX>();
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PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
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PlayerFun = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerFun>();
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Health = GetComponent<Health>();
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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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@ -29,6 +33,10 @@ namespace Saltosion.OneWeapon {
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DebugExplode = false;
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DebugExplode = false;
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Explode(false);
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Explode(false);
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}
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}
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if (Health != null && Health.CurrentHealth <= 0 && KillOnZeroHealth) {
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Explode(true);
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}
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}
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}
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public void Explode(bool destroyGameObject) {
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public void Explode(bool destroyGameObject) {
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@ -15,10 +15,7 @@ namespace Saltosion.OneWeapon {
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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)(amount), 100f, 100);
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BloodLauncher.Splatter(transform.position, -fromDirection, (int)(amount), 100f, 100);
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MaxHealth -= amount * (1 + PlayerFun.CurrentDamageBoost);
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CurrentHealth -= amount * (1 + PlayerFun.CurrentDamageBoost);
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if (MaxHealth <= 0) {
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MaxHealth = 0;
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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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