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added some documentation & explanations
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@ -21,9 +21,18 @@ namespace TL
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static constexpr int st_reflect = 5;
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static constexpr int st_dead_state = 6;
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// health during our first phase
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static constexpr int max_health_1 = 10;
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// health during our second phase
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static constexpr int max_health_2 = 3;
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// current health value (assigned to phase 1 health to start)
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int health = max_health_1;
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// phase 0 or 1
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// 0 = running along the ground and slicing
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// 1 = flying around in the air shooting orbs
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int phase = 0;
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GhostFrog();
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@ -8,6 +8,9 @@ using namespace Blah;
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namespace TL
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{
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// Automatically checks if the provided collider ever overlaps
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// with something in the `hurt_by` mask. Makes it easy for enemies
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// to check if they were hit by `Mask::player_attack`
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class Hurtable : public Component
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{
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public:
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