level clean ups rooftops, office
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@@ -140,7 +140,7 @@ function collisionChecks(event) {
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let dmg = Math.min(Math.max(0.025 * Math.sqrt(mob[k].mass), 0.05), 0.3) * game.dmgScale; //player damage is capped at 0.3*dmgScale of 1.0
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mech.damage(dmg);
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if (mob[k].onHit) mob[k].onHit(k);
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if (b.isModPiezo) mech.fieldMeter = mech.fieldEnergyMax;
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if (b.isModPiezo) mech.energy = mech.fieldEnergyMax;
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if (b.isModAnnihilation && mob[k].dropPowerUp && !mob[k].isShielded) {
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mob[k].death();
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game.drawList.push({
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@@ -196,7 +196,7 @@ function collisionChecks(event) {
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const v = Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity));
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if (v > 8) {
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let dmg = b.dmgScale * (b.modAcidDmg + v * Math.sqrt(obj.mass) * 0.07);
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mob[k].damage(dmg);
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mob[k].damage(dmg, true);
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if (mob[k].distanceToPlayer2() < 1000000) mob[k].foundPlayer();
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game.drawList.push({
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//add dmg to draw queue
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