getting draft mode buttons and selection menu
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@@ -250,11 +250,24 @@ const b = {
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}
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},
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],
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giveMod(i) {
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b.mods[i].effect(); //give specific mod
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b.modCount++
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b.mods[i].have = true
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game.updateModHUD();
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giveMod(index = 'random') {
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if (index === 'random') {
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let options = [];
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for (let i = 0; i < b.mods.length; i++) {
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if (!b.mods[i].have) options.push(i);
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}
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// give a random mod from the mods I don't have
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if (options.length > 0) {
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let newMod = options[Math.floor(Math.random() * options.length)]
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b.giveMod(newMod)
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}
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} else {
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b.mods[index].effect(); //give specific mod
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b.modCount++
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b.mods[index].have = true
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game.updateModHUD();
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}
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},
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activeGun: null, //current gun in use by player
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inventoryGun: 0,
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@@ -812,7 +825,7 @@ const b = {
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have: false,
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isStarterGun: true,
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fire() {
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 25 : 18) * b.modFireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor((mech.crouch ? 35 : 20) * b.modFireRate); // cool down
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b.muzzleFlash(20);
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// mobs.alert(450);
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const SPEED = mech.crouch ? 55 : 35
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@@ -1665,7 +1678,7 @@ const b = {
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},
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{
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name: "laser", //14
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description: "emit a beam of collimated coherent <strong>light</strong><br>uses <strong class='color-f'>energy</strong> instead of ammunition",
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description: "emit a beam of collimated coherent <strong>light</strong><br>drains <strong class='color-f'>energy</strong> instead of ammunition",
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ammo: 0,
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ammoPack: Infinity,
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have: false,
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@@ -1784,7 +1797,7 @@ const b = {
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x: best.x,
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y: best.y
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};
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laserHitMob(0.75);
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laserHitMob(0.8);
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//2nd reflection beam
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//ugly bug fix: this stops the reflection on a bug where the beam gets trapped inside a body
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@@ -1797,7 +1810,19 @@ const b = {
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x: best.x,
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y: best.y
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};
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laserHitMob(0.5);
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laserHitMob(0.63);
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reflection();
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checkForCollisions();
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if (best.dist2 != Infinity) {
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//if hitting something
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path[path.length - 1] = {
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x: best.x,
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y: best.y
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};
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laserHitMob(0.5);
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}
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}
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}
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}
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@@ -1814,7 +1839,7 @@ const b = {
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ctx.moveTo(path[i - 1].x, path[i - 1].y);
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ctx.lineTo(path[i].x, path[i].y);
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ctx.stroke();
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ctx.globalAlpha *= 0.5; //reflections are less intense
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ctx.globalAlpha *= 0.65; //reflections are less intense
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// ctx.globalAlpha -= 0.1; //reflections are less intense
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}
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ctx.setLineDash([0, 0]);
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