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Commit 565e53d

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author
Picoseconds
committed
fix: fixed secondary weapon using data from primary
1 parent 7eb9e54 commit 565e53d

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2 files changed

+5
-7
lines changed

2 files changed

+5
-7
lines changed

src/moomoo/Game.ts

+2-3
Original file line numberDiff line numberDiff line change
@@ -423,7 +423,6 @@ export default class Game {
423423

424424
let hitPlayers = Physics.checkAttack(
425425
player,
426-
player.angle,
427426
nearbyPlayers
428427
);
429428
let hitGameObjects = Physics.checkAttackGameObj(
@@ -476,7 +475,7 @@ export default class Game {
476475
this.killPlayer(hitPlayer);
477476
player.kills++;
478477
} else {
479-
let attackDetails = getWeaponAttackDetails(player.weapon);
478+
let attackDetails = getWeaponAttackDetails(player.selectedWeapon);
480479
let knockback = attackDetails.kbMultiplier * 0.3;
481480
hitPlayer.velocity.add(
482481
knockback * Math.cos(player.angle),
@@ -510,7 +509,7 @@ export default class Game {
510509
);
511510
}
512511

513-
let gather = getWeaponGatherAmount(player.weapon);
512+
let gather = getWeaponGatherAmount(player.selectedWeapon);
514513

515514
switch (hitGameObject.type) {
516515
case GameObjectType.Bush:

src/moomoo/Physics.ts

+3-4
Original file line numberDiff line numberDiff line change
@@ -71,12 +71,11 @@ function pointCircle(point: Vec2, circlePos: Vec2, r: number) {
7171
}
7272

7373
function getAttackLocation(player: Player) {
74-
let range = getWeaponAttackDetails(player.weapon).attackRange;
74+
let range = getWeaponAttackDetails(player.selectedWeapon).attackRange;
7575
return new Vec2(Math.cos(player.angle) * range, Math.sin(player.angle) * range).add(player.location);
7676
}
7777

78-
function checkAttack(player: Player, angle: number, players: Player[]) {
79-
let weaponDetails = getWeaponAttackDetails(player.weapon);
78+
function checkAttack(player: Player, players: Player[]) {
8079
let hitPlayers: Player[] = [];
8180

8281
for (let hitPlayer of players) {
@@ -94,7 +93,7 @@ function collideGameObjects(gameObject1: GameObject, gameObject2: GameObject) {
9493
function checkAttackGameObj(player: Player, gameObjects: GameObject[]) {
9594
const GATHER_RANGE = Math.PI / 2.6;
9695
let hitGameObjects: GameObject[] = [];
97-
let range = getWeaponAttackDetails(player.weapon).attackRange;
96+
let range = getWeaponAttackDetails(player.selectedWeapon).attackRange;
9897

9998
for (let gameObject of gameObjects) {
10099
if (range + gameObject.scale < gameObject.location.distance(player.location)) continue;

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