block pick up range adjust
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@@ -1234,14 +1234,12 @@ const b = {
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game.updateGunHUD();
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}
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} else {
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if (b.isModAmmoFromHealth && mech.health > b.isModAmmoFromHealth) {
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mech.damage(b.isModAmmoFromHealth * mech.health);
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powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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if (Math.random() < b.isModBayesian) powerUps.spawn(mech.pos.x, mech.pos.y, "ammo");
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}
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mech.fireCDcycle = mech.cycle + 30; //fire cooldown
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// game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div><strong class = 'box'>E</strong> / <strong class = 'box'>Q</strong>", 200);
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game.replaceTextLog = true;
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game.makeTextLog("<div style='font-size:140%;'>NO AMMO</div> <p style='font-size:90%;'><strong>Q</strong>, <strong>E</strong>, and <strong>mouse wheel</strong> change weapons</p>", 200);
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}
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@@ -1264,7 +1262,6 @@ const b = {
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}
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}
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}
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//draw
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ctx.beginPath();
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for (let i = 0, len = bullet.length; i < len; i++) {
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@@ -2084,11 +2081,10 @@ const b = {
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if (gun === b.guns[i].name) gun = i
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}
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}
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if (!b.guns[gun].have) b.inventory.push(gun);
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if (b.activeGun === null) b.activeGun = gun //if no active gun switch to new gun
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b.guns[gun].have = true;
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b.guns[gun].ammo = Math.floor(b.guns[gun].ammoPack * ammoPacks);
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if (b.activeGun === null) b.activeGun = gun //if no active gun switch to new gun
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}
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game.makeGunHUD();
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},
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