0.9.4
feat: large-room blood-pool solids, dash gore burst, GLB weapon refs
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@@ -87,11 +87,16 @@ function updatePlayer(dt) {
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const firing = held ? (w.id === 'bonepopper' ? 0.95 : 0.85) : 1;
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if (keyPressed('shift') && p.dashSlowT <= 0) {
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const dashD = 0.45 * (178 * st.speedMul * firing) * DASH_SLOW_T;
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p.x += (mx / len) * dashD;
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p.y += (my / len) * dashD;
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const sx = p.x, sy = p.y;
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const stepD = dashD / 8;
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for (let i = 0; i < 8; i++) {
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p.x += (mx / len) * stepD;
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p.y += (my / len) * stepD;
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const pos = resolveSolids(p.x, p.y, p.r);
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p.x = pos.x; p.y = pos.y;
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}
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p.dashSlowT = DASH_SLOW_T;
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spawnSmoke(p.x, p.y, Math.atan2(-my, -mx), 6, '#9b8d84');
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spawnShockwave(p.x, p.y, 26, '#d8c9a8', 0.35);
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spawnDashBurst(sx, sy, Math.atan2(my, mx));
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Sfx.duck();
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}
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const spd = 178 * st.speedMul * firing * (p.dashSlowT > 0 ? 0.5 : 1);
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@@ -107,8 +112,8 @@ function updatePlayer(dt) {
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p.moveBlend = lerp(p.moveBlend, mx || my ? 1 : 0, clamp(dt * 12, 0, 1));
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p.recoil = Math.max(0, p.recoil - dt * 7);
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p.muzzleT = Math.max(0, p.muzzleT - dt);
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p.x = clamp(p.x, G.arena.x0 + p.r, G.arena.x1 - p.r);
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p.y = clamp(p.y, G.arena.y0 + p.r, G.arena.y1 - p.r);
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const pos = resolveSolids(p.x, p.y, p.r);
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p.x = pos.x; p.y = pos.y;
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// aim
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p.aim = angleTo(p.x, p.y, mxW(), myW());
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