Added configs for items and enemies
Critical damage renamed to marked for death and all share the same mechanic now Revelant now slows down to speed over a fixed short amount instead the nonworking jank before Moved item/enemy injection to DunGenPlus
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33 changed files with 551 additions and 470 deletions
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@ -37,14 +37,14 @@ namespace ScarletMansion.GamePatch.Components
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// teleporting them out for a second time in life
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// won't be easy though kek
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var scarletPlayer = ScarletPlayerControllerB.GetScarletPlayerScript(playerControllerB);
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if (scarletPlayer != null && !scarletPlayer.fellInPit && !playerControllerB.criticallyInjured) {
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if (scarletPlayer != null && !scarletPlayer.markedForDeath && !playerControllerB.criticallyInjured) {
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var selfPos = scarletPlayer.transform.position;
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var farthestAINode = RoundManager.Instance.insideAINodes
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.Select(n => n.transform.position)
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.OrderByDescending(n => (selfPos - n).magnitude).FirstOrDefault();
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playerControllerB.TeleportPlayer(farthestAINode);
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var damage = ScarletNetworkManagerUtility.GetCriticalDamageToPlayer(playerControllerB, false);
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var damage = ScarletNetworkManagerUtility.GetMarkedDamageToPlayer(playerControllerB);
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playerControllerB.DamagePlayer(damage, false, true, CauseOfDeath.Suffocation);
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if (playerControllerB.isPlayerDead) {
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@ -54,7 +54,9 @@ namespace ScarletMansion.GamePatch.Components
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StopSinkingLocalPlayer(playerControllerB);
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ScarletNetworkManager.Instance.CreateSpawnAudioPrefab(farthestAINode, playerControllerB.actualClientId);
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scarletPlayer.fellInPit = true;
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ScarletNetworkManagerUtility.MarkPlayerForDeath(playerControllerB);
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scarletPlayer.markedForDeath = true;
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}
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// just straight up murder
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else {
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