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Added check for frozen enemy to enemy idle anim condition
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@@ -324,7 +324,8 @@ public class EnemySprite extends CharacterSprite implements Steerable<Vector2> {
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if (_freeze){
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if (_freeze){
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//Mob has defeated player in battle, hold still until player has a chance to move away.
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//Mob has defeated player in battle, hold still until player has a chance to move away.
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//Without this moving enemies can immediately restart battle.
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//Without this moving enemies can immediately restart battle.
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if (spriteToPlayer.len() < unfreezeRange) {
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float distance = spriteToPlayer.len();
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if (distance < unfreezeRange) {
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timer += delta;
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timer += delta;
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return Vector2.Zero;
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return Vector2.Zero;
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}
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}
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@@ -635,7 +636,8 @@ public class EnemySprite extends CharacterSprite implements Steerable<Vector2> {
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}
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}
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public boolean isFrozen() {
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return _freeze;
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}
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}
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}
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@@ -959,10 +959,11 @@ public class MapStage extends GameStage {
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} else {
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} else {
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Vector2 destination = mob.getTargetVector(player, verticesNearPlayer, delta);
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Vector2 destination = mob.getTargetVector(player, verticesNearPlayer, delta);
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if (destination.epsilonEquals(mob.pos()) && !mob.aggro) {
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if (mob.isFrozen() || (destination.epsilonEquals(mob.pos()) && !mob.aggro)) {
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mob.setAnimation(CharacterSprite.AnimationTypes.Idle);
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mob.setAnimation(CharacterSprite.AnimationTypes.Idle);
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continue;
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continue;
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}
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}
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if (destination.equals(mob.targetVector) && mob.getNavPath() != null)
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if (destination.equals(mob.targetVector) && mob.getNavPath() != null)
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navPath = mob.getNavPath();
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navPath = mob.getNavPath();
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