added local storage,
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22
js/player.js
22
js/player.js
@@ -439,7 +439,7 @@ const mech = {
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},
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defaultFPSCycle: 0, //tracks when to return to normal fps
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damage(dmg) {
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if (b.isModMonogamy && b.inventory[0] === b.activeGun) {
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if (b.isModEntanglement && b.inventory[0] === b.activeGun) {
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for (let i = 0, len = b.inventory.length; i < len; i++) {
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dmg *= 0.93
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}
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@@ -735,16 +735,16 @@ const mech = {
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}
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},
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holding() {
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// if (mech.holdingTarget) {
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mech.fieldMeter -= mech.fieldRegen;
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if (mech.fieldMeter < 0) mech.fieldMeter = 0;
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Matter.Body.setPosition(mech.holdingTarget, {
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x: mech.pos.x + 70 * Math.cos(mech.angle),
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y: mech.pos.y + 70 * Math.sin(mech.angle)
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});
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Matter.Body.setVelocity(mech.holdingTarget, player.velocity);
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Matter.Body.rotate(mech.holdingTarget, 0.01 / mech.holdingTarget.mass); //gently spin the block
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// }
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if (mech.holdingTarget) {
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mech.fieldMeter -= mech.fieldRegen;
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if (mech.fieldMeter < 0) mech.fieldMeter = 0;
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Matter.Body.setPosition(mech.holdingTarget, {
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x: mech.pos.x + 70 * Math.cos(mech.angle),
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y: mech.pos.y + 70 * Math.sin(mech.angle)
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});
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Matter.Body.setVelocity(mech.holdingTarget, player.velocity);
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Matter.Body.rotate(mech.holdingTarget, 0.01 / mech.holdingTarget.mass); //gently spin the block
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}
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},
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throw () {
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if ((keys[32] || game.mouseDownRight)) {
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