chain reaction
tech: chain reaction now requires vacuum bomb, but it increases grenade radius and damage 33% (and makes blocks explode) needle gun fires with more regular timing needles despawn 1.5s faster, for performance reasons intro level power ups are relocated tech: decomposers renamed necrophage if mobs are one shotted before they see you, they no longer alert nearby mobs clicking on a mob in testing will log that mob in console
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@@ -3208,8 +3208,8 @@ const m = {
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obj.beforeDmg(mob[k]); //some bullets do actions when they hits things, like despawn //forces don't seem to work here
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let dmg = b.dmgScale * (obj.dmg + 0.15 * obj.mass * Vector.magnitude(Vector.sub(mob[k].velocity, obj.velocity)))
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if (tech.isCrit && mob[k].isStunned) dmg *= 4
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mob[k].foundPlayer();
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mob[k].damage(dmg);
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if (mob[k].alive) mob[k].foundPlayer();
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simulation.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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y: pairs[i].activeContacts[0].vertex.y,
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@@ -3239,7 +3239,7 @@ const m = {
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const stunTime = dmg / Math.sqrt(obj.mass)
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if (stunTime > 0.5) mobs.statusStun(mob[k], 30 + 60 * Math.sqrt(stunTime))
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if (mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
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if (mob[k].alive && mob[k].distanceToPlayer2() < 1000000 && !m.isCloak) mob[k].foundPlayer();
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if (tech.fragments && obj.speed > 10 && !obj.hasFragmented) {
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obj.hasFragmented = true;
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b.targetedNail(obj.position, tech.fragments * 4)
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