v0.2.4: reverted custom shaking logic
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@@ -132,15 +132,10 @@ public abstract class Char extends Actor {
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effectiveDamage = attackProc( enemy, effectiveDamage );
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effectiveDamage = attackProc( enemy, effectiveDamage );
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effectiveDamage = enemy.defenseProc( this, effectiveDamage );
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effectiveDamage = enemy.defenseProc( this, effectiveDamage );
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//game screen shakes for large amounts of damage dealt to/by the player.
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//TODO: consider revisiting this and shaking in more cases.
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//TODO: make sure this isn't distracting
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float shake = 0f;
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float shake = 0f;
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if (enemy == Dungeon.hero) {
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if (enemy == Dungeon.hero)
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shake = Math.max(effectiveDamage / (enemy.HT / 4),
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shake = effectiveDamage / (enemy.HT / 4);
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(float) Math.pow(effectiveDamage / (enemy.HP / 2), 2));
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} else if (this == Dungeon.hero && effectiveDamage >= enemy.HP) {
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shake = (float) Math.pow(effectiveDamage / (enemy.HT / 2), 2);
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}
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if (shake > 1f)
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if (shake > 1f)
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Camera.main.shake( GameMath.gate( 1, shake, 5), 0.3f );
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Camera.main.shake( GameMath.gate( 1, shake, 5), 0.3f );
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