minor change for testing, still a bunch to do. someh=thing that popped up, should hostile and friendly pegs go at the same time or staggered
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@@ -8,7 +8,7 @@ public partial class ThrustSpear : PegAction
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base._Ready();
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_category = "attack";
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_priority = 1;
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_cost = 2;
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_cost = 1;
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_range = 1;
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_usesMax = 1;
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_usesRemaining = _usesMax;
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@@ -16,16 +16,18 @@ public partial class ThrustSpear : PegAction
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public override Tween CreateAnimation(Peg PEG)
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{
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GD.Print(Name);
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Map map = PEG._pegController._playArea._map;
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Peg pegTarget = map._addressOccupants[Target(PEG)];
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Vector2 target = pegTarget.GlobalPosition;
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Tween subtween = CreateTween();
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subtween.TweenProperty(_image, "visible", true, 0.0f);
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subtween.TweenProperty(_image, "rotation", PEG.GetAngleTo(pegTarget.GlobalPosition), 0.0f);
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subtween.TweenProperty(_image, "position", pegTarget, 0.5f);
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subtween.TweenProperty(_image, "rotation", PEG.GetAngleTo(target), 0.0f);
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subtween.TweenProperty(_image, "global_position", target, 0.5f);
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subtween.TweenCallback(Callable.From(() =>
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{
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pegTarget.ChangeHealth(-2);
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pegTarget.ChangeHealth(-1);
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_image.Position = Vector2.Zero;
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_image.Visible = false;
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}));
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