feat: dash ability; ammo pressure scaling, full-HP hearts, muzzle alignment, holstered debug ammo
- Shift dash: 0.45*v*0.6 instant burst then 0.6s of 50% slow (net 95% of walking distance); slow doubles as cooldown, no dash while idle/slowed. - Generic ammo refills scale with the live pressure dial at 80% of the HP multiplier via ammoPressureMul(). - Hearts at full HP stay on the floor (magnet ignores them) instead of converting to score. - Muzzle audit: flame FX and pellets share one right-hand origin, Spinal Tap beam starts at the muzzle, saw flash suppressed (blade sparks are the effect). - Debug REFILL/INF AMMO and the ammo row now cover a spent special holstered behind the Bone Popper. - Sfx.duck() defaults its args; a no-arg call crashed the loop with a non-finite AudioParam value (found via the dash E2E).
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6 files changed
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-24
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+10
-3
@@ -211,6 +211,13 @@ function dbgRenderPlayer(ctx, b) {
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dbgText(ctx, 'Mutating this tab taints the run — best score will not be saved.', b.x, y, '#7d5a58', hfont(8));
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}
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function debugRefillAmmo() {
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const p = G.player;
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for (const inst of [p.weapon, p.holstered]) {
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if (inst && inst.ammo !== Infinity) inst.ammo = WEAPONS[inst.id].ammo;
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}
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}
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function dbgRenderWeapons(ctx, b) {
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const p = G.player;
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const lw = 320;
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@@ -232,12 +239,12 @@ function dbgRenderWeapons(ctx, b) {
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p.charge = 0; p.fireT = 0;
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addToast('DEBUG', WEAPONS[wid].name);
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});
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act('REFILL AMMO', () => { if (p.weapon.ammo !== Infinity) p.weapon.ammo = WEAPONS[p.weapon.id].ammo; });
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act('REFILL AMMO', () => { debugRefillAmmo(); });
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act('HOLSTER CURRENT', () => { if (p.weapon.id !== 'bonepopper') { p.holstered = p.weapon; p.weapon = { id: 'bonepopper', ammo: Infinity }; } });
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act('DROP AT CURSOR', () => { const c = dbgCursor(); spawnPickup('weapon', c.x, c.y, { wid }); });
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act('SPAWN ITEM PEDESTAL', () => { const c = dbgCursor(); spawnItemPedestal(c.x, c.y, null, 'room'); });
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ay += 4;
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dbgNumRow(ctx, 'ammo', ax, ay, b.w - lw - 20, () => (p.weapon.ammo === Infinity ? 999 : p.weapon.ammo), v => { debugTaint(); if (p.weapon.ammo !== Infinity) p.weapon.ammo = Math.max(0, v); }, 10, 0, 999);
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dbgNumRow(ctx, 'ammo', ax, ay, b.w - lw - 20, () => (p.weapon.ammo !== Infinity ? p.weapon.ammo : (p.holstered && p.holstered.ammo !== Infinity ? p.holstered.ammo : 999)), v => { debugTaint(); const t = p.weapon.ammo !== Infinity ? p.weapon : (p.holstered && p.holstered.ammo !== Infinity ? p.holstered : null); if (t) t.ammo = Math.max(0, v); }, 10, 0, 999);
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dbgText(ctx, 'Equip swaps the live weapon; the old one goes to the holster unless it was the Bone Popper.', ax, ay + 32, '#6f5c58', hfont(8));
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}
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@@ -528,7 +535,7 @@ const DEBUG_PAGES = [
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// ---- top-level update / draw ----
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function updateDebug() {
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// infinite-ammo upkeep (also runs while pinned so live play benefits)
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if (G.debugFlags.infAmmo && G.player && G.player.weapon.ammo !== Infinity) G.player.weapon.ammo = WEAPONS[G.player.weapon.id].ammo;
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if (G.debugFlags.infAmmo && G.player) for (const inst of [G.player.weapon, G.player.holstered]) if (inst && inst.ammo !== Infinity) inst.ammo = WEAPONS[inst.id].ammo;
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// wall-clock fps counter for the stats tab (independent of timescale/freeze)
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DBG.fpsFrames++;
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+9
-8
@@ -53,15 +53,14 @@ function updatePickups(dt) {
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}
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// gems & small pickups fly to the player inside magnet radius
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if ((k.type === 'gem' || k.type === 'heart' || k.type === 'ammo') && d < magR) {
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if ((k.type === 'gem' || k.type === 'ammo' || (k.type === 'heart' && p.hp < p.stats.maxHp)) && d < magR) {
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const a = angleTo(k.x, k.y, p.x, p.y);
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const sp = lerp(320, 60, d / magR) * p.stats.magnetPull;
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k.x += Math.cos(a) * sp * dt; k.y += Math.sin(a) * sp * dt;
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}
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if (d < p.r + 12 && !(k.delay > 0) && k.type !== 'itemspot') {
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collectPickup(k);
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G.pickups.splice(i, 1);
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if (collectPickup(k) !== false) G.pickups.splice(i, 1);
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}
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}
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}
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@@ -74,10 +73,11 @@ function collectPickup(k) {
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Sfx.gem();
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break;
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case 'heart': {
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// Glutton's Gut: hearts heal +1 extra per tier; overheal becomes score
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// At full HP hearts stay on the floor for later; Glutton's Gut heals +1
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// extra per tier below that.
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if (p.hp >= p.stats.maxHp) return false;
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const healAmt = 2 + (p.stats.gluttonGut || 0);
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if (p.hp < p.stats.maxHp) { healPlayer(healAmt); spawnText(p.x, p.y, '+' + healAmt, '#d92038'); }
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else addScore(25 + (p.stats.gluttonGut || 0) * 10);
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healPlayer(healAmt); spawnText(p.x, p.y, '+' + healAmt, '#d92038');
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Sfx.heart();
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break;
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}
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@@ -91,7 +91,7 @@ function collectPickup(k) {
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for (const inst of carried) {
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const def = WEAPONS[inst.id];
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const cap = def.ammo * 1.5;
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const wanted = Math.max(1, Math.ceil((def.refill || 1) * p.stats.ammoPickupMul));
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const wanted = Math.max(1, Math.ceil((def.refill || 1) * p.stats.ammoPickupMul * ammoPressureMul()));
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const add = Math.max(0, Math.min(wanted, cap - inst.ammo));
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inst.ammo += add;
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total += add;
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@@ -115,7 +115,7 @@ function collectPickup(k) {
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spawnText(p.x, p.y, 'AMMO FULL', '#d0b060');
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} else {
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const cap = w.ammo * 1.5;
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const wanted = Math.max(1, Math.ceil((w.refill || 1) * p.stats.ammoPickupMul));
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const wanted = Math.max(1, Math.ceil((w.refill || 1) * p.stats.ammoPickupMul * ammoPressureMul()));
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const add = Math.max(0, Math.min(wanted, cap - match.ammo));
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match.ammo += add;
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if (wanted > add) addScore(Math.round((wanted - add) * 2));
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@@ -161,6 +161,7 @@ function collectPickup(k) {
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nextFloor();
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break;
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}
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return true;
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}
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// readable nameplate shown when the player walks up to a pickup
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+18
-4
@@ -1,5 +1,7 @@
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// ---- the butcher (player) ----
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const DASH_SLOW_T = 0.6; // seconds of 50% move speed after a dash; doubles as the dash cooldown
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function defaultPlayerStats() {
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return {
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dmgMul: 1, rateMul: 1, speedMul: 1, shotSpeedMul: 1, rangeMul: 1,
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@@ -28,7 +30,7 @@ function initPlayer() {
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x: W / 2, y: H / 2, r: 20,
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hp: 6, shieldHp: 0,
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aim: 0, bodyFacing: 0, fireT: 0, charge: 0, invT: 0, frenzyT: 0,
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step: 0, moveBlend: 0, recoil: 0, muzzleT: 0,
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step: 0, moveBlend: 0, recoil: 0, muzzleT: 0, dashSlowT: 0,
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animT: 0, attackT: 0, actionT: 0, hitT: 0, deathT: 0,
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weapon: { id: 'bonepopper', ammo: Infinity },
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holstered: null, // a special weapon set aside while the pistol is out
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@@ -79,9 +81,20 @@ function updatePlayer(dt) {
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if (keyDown('s', 'arrowdown')) my += 1;
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if (keyDown('a', 'arrowleft')) mx -= 1;
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if (keyDown('d', 'arrowright')) mx += 1;
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if (p.dashSlowT > 0) p.dashSlowT -= dt;
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if (mx || my) {
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const len = Math.hypot(mx, my);
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const spd = 178 * st.speedMul * (held ? (w.id === 'bonepopper' ? 0.95 : 0.85) : 1);
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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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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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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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p.x += (mx / len) * spd * dt;
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p.y += (my / len) * spd * dt;
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p.step += dt * 9 * Math.min(st.speedMul, 1.8);
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@@ -436,9 +449,10 @@ function drawPlayer(ctx) {
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const torsoY = p.y + Math.sin(p.aim) * torsoOffset;
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Sprites.draw(ctx, 'pt_' + p.weapon.id, torsoX, torsoY, p.aim, w.torsoW || 116, p.hitT > 0);
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}
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if (p.hp > 0 && p.muzzleT > 0 && w.behavior !== 'slam') {
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if (p.hp > 0 && p.muzzleT > 0 && w.behavior !== 'slam' && w.behavior !== 'saw') {
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const muzzleDist = (w.muzzle || 40) - kick;
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const mx = p.x + Math.cos(p.aim) * muzzleDist, my = p.y + Math.sin(p.aim) * muzzleDist;
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let mx = p.x + Math.cos(p.aim) * muzzleDist, my = p.y + Math.sin(p.aim) * muzzleDist;
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if (w.behavior === 'flame') { const rh = p.aim + Math.PI / 2; mx += Math.cos(rh) * 26; my += Math.sin(rh) * 26; }
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ctx.save(); ctx.translate(mx, my); ctx.rotate(p.aim);
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ctx.globalAlpha = p.muzzleT / 0.07;
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ctx.fillStyle = '#ffe6a0';
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@@ -77,7 +77,7 @@ const Sfx = {
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try { audio._sfxSource.disconnect(); } catch (e) {}
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// The owning Music entry is discarded immediately; never re-wrap this element.
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},
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duck(amount, duration) {
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duck(amount = 0.3, duration = 0.15) {
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if (!this.ctx || !this.duckGain || G.muted) return;
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const t = this.ctx.currentTime, gain = this.duckGain.gain;
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if (gain.cancelAndHoldAtTime) gain.cancelAndHoldAtTime(t);
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@@ -61,6 +61,8 @@ const G = {
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const PERK_POWER_WEIGHT = 0.5;
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// ammo economy: global dial for drop frequency (refill size is per-weapon)
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const AMMO_DROP_SCALE = 0.75;
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// Generic ammo refills track the live pressure dial at 80% of the HP scaling.
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function ammoPressureMul() { return 1 + (G.pressure - 1) * 0.8; }
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const STUN_UNIT = 0.03 / 0.97; // Sine Weave raw rating per stack, so the first stack = 3% stagger chance
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const PRESSURE_MIN = 0.60, PRESSURE_MAX = 2.00;
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// seconds a player-dropped weapon stays un-pickable (prevents instant swap loops)
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+9
-8
@@ -48,6 +48,10 @@ function fireWeapon(p, w) {
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const ang = p.aim;
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const muzzle = w.muzzle || 35;
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let bx = p.x + Math.cos(ang) * muzzle, by = p.y + Math.sin(ang) * muzzle;
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if (w.behavior === 'flame') {
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const rh = ang + Math.PI / 2;
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bx += Math.cos(rh) * 26; by += Math.sin(rh) * 26; // right-hand hold: FX and bullets share one origin
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}
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const dmgMul = st.dmgMul * st.dmgLiveMul;
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const spdMul = st.shotSpeedMul;
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spawnMuzzleFx(bx, by, ang, w.behavior);
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@@ -86,10 +90,6 @@ function fireWeapon(p, w) {
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break;
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}
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case 'cone': case 'flame': {
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if (w.behavior === 'flame') {
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const rh = ang + Math.PI / 2;
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bx += Math.cos(rh) * 26; by += Math.sin(rh) * 26; // right-hand hold: origin right of the body
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}
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for (const center of volley) {
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for (let i = 0; i < 2; i++) mk(center + rand(-w.spread, w.spread), { pierce: 2 + st.pierce, r: 6 * st.sizeMul });
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}
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@@ -173,6 +173,7 @@ function sawTick(p, def, inst, dt) {
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// fire the Spinal Tap beam
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function fireBeam(p, def, charge) {
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const st = p.stats;
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const muzzle = def.muzzle || 35;
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const angles = [p.aim];
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for (let i = 1; i <= st.split; i++) angles.push(p.aim + (i % 2 ? 1 : -1) * 0.025);
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for (let i = 1; i <= st.fan; i++) { angles.push(p.aim + 0.16 * i); angles.push(p.aim - 0.16 * i); }
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@@ -182,16 +183,16 @@ function fireBeam(p, def, charge) {
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const dmg = def.dmg * st.dmgMul * st.dmgLiveMul * (0.4 + 0.6 * charge) * inert;
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const width = 14 * Math.sqrt(st.sizeMul);
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for (const ang of angles) {
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const x2 = p.x + Math.cos(ang) * len, y2 = p.y + Math.sin(ang) * len;
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const x0 = p.x + Math.cos(ang) * muzzle, y0 = p.y + Math.sin(ang) * muzzle;
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const x2 = x0 + Math.cos(ang) * len, y2 = y0 + Math.sin(ang) * len;
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for (const e of G.enemies) {
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if (distToSegment(e.x, e.y, p.x, p.y, x2, y2) < e.r + width) {
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if (distToSegment(e.x, e.y, x0, y0, x2, y2) < e.r + width) {
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damageEnemy(e, dmg, ang, true, { source: 'player' });
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}
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}
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spawnBeam(p.x, p.y, ang, len);
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spawnBeam(x0, y0, ang, len);
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}
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const ang = p.aim;
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const muzzle = def.muzzle || 35;
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spawnMuzzleFx(p.x + Math.cos(ang) * muzzle, p.y + Math.sin(ang) * muzzle, ang, 'beam');
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p.recoil = 1;
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p.muzzleT = 0.11;
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