mirror of
https://github.com/Leahnaya/TheKingsRace.git
synced 2026-08-23 02:44:36 -05:00
Did some bugfixing and commented on everything
This commit is contained in:
@@ -5,38 +5,46 @@ using UnityEngine;
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public class OffenseAirKickState : OffenseBaseState
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{
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private float legRotation = 0;
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bool kicked = false;
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private float legRotation = 0; // angle for leg rotation
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bool kicked = false; // whether they have kicked or not
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public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
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oSM.leg.SetActive(true);
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legRotation = -90;
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
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kicked = false;
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oSM.leg.SetActive(true); // activate leg
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legRotation = -90;
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
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kicked = false; // haven't kicked
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//start kicking routine
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oSM.StartCoroutine(kicking(8f));
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}
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public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
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legRotation = 0;
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
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oSM.leg.SetActive(false);
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legRotation = 0; // reset leg angle
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
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oSM.leg.SetActive(false); // reset leg angle
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}
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public override void UpdateState(OffenseStateManager oSM){
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//if incapacitated then cooldown
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if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
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oSM.SwitchState(oSM.CooldownState);
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}
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//if kicked or grounded then cooldown
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if(kicked || (oSM.aSM.currentState == oSM.aSM.GroundedState)){
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oSM.SwitchState(oSM.CooldownState);
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}
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}
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public override void FixedUpdateState(OffenseStateManager oSM){
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//jitter player upwards because of a weird issue with collider
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oSM.moveController.Move(new Vector3(0,.002f,0));
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}
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//kicking timer
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private IEnumerator kicking(float waitTime){
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yield return new WaitForSeconds(waitTime);
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kicked = true;
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@@ -5,38 +5,46 @@ using UnityEngine;
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public class OffenseAirPunchState : OffenseBaseState
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{
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private float legRotation = 0;
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bool kicked = false;
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private float legRotation = 0; // angle for leg rotation
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bool kicked = false; // whether they have kicked or not
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public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
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oSM.leg.SetActive(true);
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legRotation = -90;
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
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kicked = false;
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oSM.leg.SetActive(true); // activate leg
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legRotation = -90;
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
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kicked = false; // haven't kicked
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//start kicking routine
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oSM.StartCoroutine(kicking(8f));
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}
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public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
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legRotation = 0;
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
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oSM.leg.SetActive(false);
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legRotation = 0; // reset leg angle
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
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oSM.leg.SetActive(false); // reset leg angle
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}
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public override void UpdateState(OffenseStateManager oSM){
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//if incapacitated then cooldown
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if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
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oSM.SwitchState(oSM.CooldownState);
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}
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//if kicked or grounded then cooldown
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if(kicked || (oSM.aSM.currentState == oSM.aSM.GroundedState)){
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oSM.SwitchState(oSM.CooldownState);
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}
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}
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public override void FixedUpdateState(OffenseStateManager oSM){
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//jitter player upwards because of a weird issue with collider
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oSM.moveController.Move(new Vector3(0,.002f,0));
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}
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//kicking timer
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private IEnumerator kicking(float waitTime){
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yield return new WaitForSeconds(waitTime);
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kicked = true;
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@@ -5,35 +5,41 @@ using UnityEngine;
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public class OffenseKickState : OffenseBaseState
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{
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float legRotation = 0;
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bool kicked = false;
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float legRotation = 0; // angle for leg rotation
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bool kicked = false; // whether they have kicked or not
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public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
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oSM.leg.SetActive(true);
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kicked = false;
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oSM.leg.SetActive(true); // activate leg
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kicked = false; // haven't kicked
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//start kicking routine
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oSM.StartCoroutine(kicking(1f));
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}
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public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
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legRotation = 0;
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
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oSM.leg.SetActive(false);
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legRotation = 0; // reset leg angle
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
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oSM.leg.SetActive(false); // reset leg angle
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}
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public override void UpdateState(OffenseStateManager oSM){
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//if incapacitated then cooldown
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if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
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oSM.SwitchState(oSM.CooldownState);
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}
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//if kicked then cooldown
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if(kicked){
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oSM.SwitchState(oSM.CooldownState);
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}
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}
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public override void FixedUpdateState(OffenseStateManager oSM){
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//if leg isn't fully extended rotate it
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if(legRotation > -90){
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
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legRotation -= 20;
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@@ -41,9 +47,12 @@ public class OffenseKickState : OffenseBaseState
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else{
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legRotation = -90;
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}
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//jitter player upwards because of a weird issue with collider
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oSM.moveController.Move(new Vector3(0,.002f,0));
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}
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//kicking timer
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private IEnumerator kicking(float waitTime){
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yield return new WaitForSeconds(waitTime);
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kicked = true;
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@@ -5,35 +5,41 @@ using UnityEngine;
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public class OffensePunchState : OffenseBaseState
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{
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float legRotation = 0;
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bool kicked = false;
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float legRotation = 0; // angle for leg rotation
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bool kicked = false; // whether they have kicked or not
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public override void EnterState(OffenseStateManager oSM, OffenseBaseState previousState){
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oSM.leg.SetActive(true);
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kicked = false;
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oSM.leg.SetActive(true); // activate leg
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kicked = false; // haven't kicked
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//start kicking routine
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oSM.StartCoroutine(kicking(1f));
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}
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public override void ExitState(OffenseStateManager oSM, OffenseBaseState nextState){
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legRotation = 0;
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
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oSM.leg.SetActive(false);
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legRotation = 0; // reset leg angle
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z); // rotate leg
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oSM.leg.SetActive(false); // deactivate leg
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}
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public override void UpdateState(OffenseStateManager oSM){
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//if incapacitated then cooldown
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if((oSM.mSM.currentState == oSM.mSM.RagdollState || oSM.mSM.currentState == oSM.mSM.SlideState || oSM.mSM.currentState == oSM.mSM.CrouchState || oSM.mSM.currentState == oSM.mSM.CrouchWalkState) || (oSM.aSM.currentState == oSM.aSM.WallRunState || oSM.aSM.currentState == oSM.aSM.WallIdleState || oSM.aSM.currentState == oSM.aSM.GrappleAirState || oSM.aSM.currentState == oSM.aSM.GrappleGroundedState)){
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oSM.SwitchState(oSM.CooldownState);
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}
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//if kicked then cooldown
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if(kicked){
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oSM.SwitchState(oSM.CooldownState);
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}
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}
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public override void FixedUpdateState(OffenseStateManager oSM){
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//if leg isn't fully extended rotate it
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if(legRotation > -90){
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oSM.leg.transform.eulerAngles = new Vector3(legRotation, oSM.leg.transform.eulerAngles.y, oSM.leg.transform.eulerAngles.z);
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legRotation -= 20;
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@@ -41,9 +47,12 @@ public class OffensePunchState : OffenseBaseState
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else{
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legRotation = -90;
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}
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//jitter player upwards because of a weird issue with collider
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oSM.moveController.Move(new Vector3(0,.002f,0));
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}
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//kicking timer
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private IEnumerator kicking(float waitTime){
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yield return new WaitForSeconds(waitTime);
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kicked = true;
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