clean up
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@@ -1459,7 +1459,7 @@ const b = {
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mob[i].force.y += knock.y;
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mob[i].force.y += knock.y;
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radius *= 0.93 //reduced range for each additional explosion target
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radius *= 0.93 //reduced range for each additional explosion target
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damageScale *= 0.8 //reduced damage for each additional explosion target
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damageScale *= 0.8 //reduced damage for each additional explosion target
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mobs.statusStun(mob[i])
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// mobs.statusStun(mob[i])
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// if (isBurn) mobs.statusBurn(mob[i], 0.4) // (2.2) * 1.3 * 30/180 // 6 ticks (3 seconds)
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// if (isBurn) mobs.statusBurn(mob[i], 0.4) // (2.2) * 1.3 * 30/180 // 6 ticks (3 seconds)
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} else if (!mob[i].seePlayer.recall && dist < alertRange) {
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} else if (!mob[i].seePlayer.recall && dist < alertRange) {
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mob[i].locatePlayer();
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mob[i].locatePlayer();
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@@ -13,14 +13,14 @@ const level = {
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levelsCleared: 0,
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levelsCleared: 0,
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start() {
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start() {
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if (level.levelsCleared === 0) {
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if (level.levelsCleared === 0) {
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level.difficultyIncrease(9)
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// level.difficultyIncrease(9)
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b.giveGuns("flak")
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// b.giveGuns("flak")
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// mech.setField("phase decoherence field")
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// mech.setField("phase decoherence field")
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// b.giveMod("irradiated needles");
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// b.giveMod("irradiated needles");
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// b.giveMod("reflective cavity");
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// b.giveMod("reflective cavity");
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// level.intro(); //starting level
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level.intro(); //starting level
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level.testingMap();
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// level.testingMap();
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// level.bosses();
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// level.bosses();
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// level.satellite();
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// level.satellite();
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// level.skyscrapers();
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// level.skyscrapers();
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