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@ -86,6 +86,9 @@ void AndroidAI::ChangeToState(AndroidState_e to_state)
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void AndroidAI::DoMove()
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void AndroidAI::DoMove()
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{
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{
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Human* hum = (Human*)owner;
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Human* hum = (Human*)owner;
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if (hum->HasBuffEffect(BET_Vertigo) || hum->HasBuffEffect(BET_Dcgr)) {
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return;
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}
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if (owner->updated_times % 2 == 0) {
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if (owner->updated_times % 2 == 0) {
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Human* hum = (Human*)owner;
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Human* hum = (Human*)owner;
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int speed = std::max(1, (int)hum->GetSpeed());
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int speed = std::max(1, (int)hum->GetSpeed());
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@ -110,6 +113,9 @@ void AndroidAI::DoAttack()
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if (hum->room->gas_data.gas_mode == GasInactive) {
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if (hum->room->gas_data.gas_mode == GasInactive) {
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return;
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return;
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}
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}
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if (hum->HasBuffEffect(BET_Vertigo) || hum->HasBuffEffect(BET_Dcgr)) {
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return;
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}
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if (owner->updated_times % 10 == 0) {
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if (owner->updated_times % 10 == 0) {
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Human* enemy = owner->room->FindEnemy((Human*)owner);
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Human* enemy = owner->room->FindEnemy((Human*)owner);
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if (enemy && !enemy->HasBuffEffect(BET_Invincible) && !enemy->HasBuffEffect(BET_Hide)) {
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if (enemy && !enemy->HasBuffEffect(BET_Invincible) && !enemy->HasBuffEffect(BET_Hide)) {
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@ -99,7 +99,7 @@ void Player::UpdateMove()
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if (action_type == AT_Relive) {
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if (action_type == AT_Relive) {
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CancelAction();
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CancelAction();
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}
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}
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if (dead) {
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if (dead || HasBuffEffect(BET_Vertigo) || HasBuffEffect(BET_Dcgr)) {
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moving = false;
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moving = false;
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moved_frames = 0;
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moved_frames = 0;
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last_collision_door = nullptr;
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last_collision_door = nullptr;
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@ -119,7 +119,7 @@ void Player::UpdateMove()
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void Player::UpdateShot()
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void Player::UpdateShot()
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{
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{
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if (dead) {
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if (dead || HasBuffEffect(BET_Vertigo) || HasBuffEffect(BET_Dcgr)) {
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shot_start = false;
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shot_start = false;
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shot_hold = false;
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shot_hold = false;
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series_shot_frames = 0;
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series_shot_frames = 0;
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