Implements the blink skill
The icon still needs to be created but the skill is complete
This commit is contained in:
parent
2ca78e2ec7
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14
Makefile
14
Makefile
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@ -1,18 +1,18 @@
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all:
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@make -C _build/debug
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@make -sC _build/debug
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.PHONY: all
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release:
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@make -C _build/release
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@make -sC _build/release
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.PHONY: release
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clean:
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@make clean -C _build/debug
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@make clean -C _build/release
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@make clean -sC _build/debug
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@make clean -sC _build/release
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.PHONY: clean
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test:
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@make test -C _build/debug
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@make test -sC _build/debug
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.PHONY: test
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run: $(all)
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@ -24,9 +24,9 @@ playtest: $(all)
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.PHONY: run
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lint:
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@make lint -C _build/debug
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@make lint -sC _build/debug
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.PHONY: lint
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package:
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@make package -C _build/release
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@make package -sC _build/release
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.PHONY: package
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Binary file not shown.
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@ -67,6 +67,7 @@
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#define C_RED (SDL_Color) { 255, 0, 0, 255 }
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#define C_GREEN (SDL_Color) { 0, 255, 0, 255 }
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#define C_BLUE (SDL_Color) { 60, 134, 252, 255 }
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#define C_LIGHTBLUE (SDL_Color) { 143, 178, 234, 255 }
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#define C_YELLOW (SDL_Color) { 255, 255, 0, 255 }
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#define C_BLACK (SDL_Color) { 0, 0, 0, 255 }
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#define C_PURPLE (SDL_Color) { 137, 16, 229, 255 }
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@ -90,6 +90,7 @@ load_effects(void)
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effects[BURST] = load_effect("Sounds/FX/burst.wav");
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effects[DOOR_OPEN] = load_effect("Sounds/FX/door_open.wav");
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effects[KEY_PICKUP] = load_effect("Sounds/FX/key_pickup.wav");
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effects[BLINK_EFFECT] = load_effect("Sounds/FX/blink.wav");
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}
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void
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@ -66,6 +66,7 @@ typedef enum Fx_t {
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BURST,
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DOOR_OPEN,
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KEY_PICKUP,
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BLINK_EFFECT,
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LAST_EFFECT
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} Fx;
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@ -187,6 +187,13 @@ particle_engine_fire_explosion(Position pos, Dimension dim)
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create_explosion(pos, dim, 3, C_YELLOW, C_YELLOW, C_RED);
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}
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void
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particle_engine_blink(Position pos, Dimension dim)
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{
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check_engine();
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create_explosion(pos, dim, 3, (SDL_Color) { 0, 0, 255, 255 }, C_BLUE, C_LIGHTBLUE);
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}
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void
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particle_engine_eldritch_explosion(Position pos, Dimension dim)
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{
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@ -37,6 +37,9 @@ particle_engine_bloodspray(Position, Dimension, unsigned int count);
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void
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particle_engine_fire_explosion(Position, Dimension);
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void
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particle_engine_blink(Position, Dimension);
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void
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particle_engine_eldritch_explosion(Position, Dimension);
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@ -42,8 +42,8 @@
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#include "steam/steamworks_api_wrapper.h"
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#endif // STEAM_BUILD
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#define ENGINEER_STATS { 12, 12, 5, 7, 2, 2, 1, false, false }
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#define MAGE_STATS { 12, 12, 5, 7, 1, 2, 1, false, false }
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#define ENGINEER_STATS { 12, 12, 5, 7, 2, 1, 1, false, false }
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#define MAGE_STATS { 12, 12, 5, 7, 1, 1, 1, false, false }
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#define PALADIN_STATS { 12, 12, 8, 9, 3, 1, 1, false, false }
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#define ROGUE_STATS { 9, 9, 6, 9, 4, 2, 1, false, false }
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#define WARRIOR_STATS { 12, 12, 8, 9, 3, 1, 1, false, false }
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@ -542,6 +542,7 @@ player_create(class_t class, Camera *cam)
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case MAGE:
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m_strcpy(asset, 100, "Commissions/Mage.png");
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player->stats = (Stats) MAGE_STATS;
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player->skills[2] = skill_create(BLINK, cam);
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break;
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case PALADIN:
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m_strcpy(asset, 100, "Commissions/Paladin.png");
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92
src/skill.c
92
src/skill.c
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@ -156,6 +156,24 @@ static char *charge_tooltip[] = {
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NULL
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};
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static char *blink_tooltip[] = {
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"BLINK", "",
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"",
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" You blink in a chosen direction into the first obstructing", "",
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" object. Monsters will not obstruct your blink.", "",
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"",
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"COOLDOWN:", "",
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" 5 turns", "",
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"",
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"USAGE:",
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" activate the skill (press ", "3", ")", "",
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" followed by a direction (left, right, up or down)", "",
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"",
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"",
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"Press ", "ESC", " to close", "",
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NULL
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};
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static char *dagger_tooltip[] = {
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"THROW DAGGER", "",
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"",
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@ -752,6 +770,76 @@ create_charge(void)
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return skill;
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}
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static bool
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skill_blink(Skill *skill, SkillData *data)
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{
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UNUSED(skill);
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Player *player = data->player;
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RoomMatrix *matrix = data->matrix;
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Position playerStartPos = position_to_matrix_coords(&player->sprite->pos);
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Position destination = playerStartPos;
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// Find collider
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destination.x += (int) data->direction.x;
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destination.y += (int) data->direction.y;
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RoomSpace *space = &matrix->spaces[destination.x][destination.y];
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Position lastAvailableDest = playerStartPos;
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while (position_in_roommatrix(&destination))
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{
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if (space->occupied) {
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break;
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}
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if (!space->monster) {
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lastAvailableDest = destination;
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}
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destination.x += (int) data->direction.x;
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destination.y += (int) data->direction.y;
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space = &matrix->spaces[destination.x][destination.y];
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}
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destination = lastAvailableDest;
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// Move player
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Position playerOriginPos = player->sprite->pos;
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Sint32 xdiff = destination.x - playerStartPos.x;
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Sint32 ydiff = destination.y - playerStartPos.y;
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player->sprite->pos.x += xdiff * TILE_DIMENSION;
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player->sprite->pos.y += ydiff * TILE_DIMENSION;
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Position playerDestinationPos = player->sprite->pos;
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player_turn(data->player, &data->direction);
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particle_engine_blink(playerOriginPos, DIM(32, 32));
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particle_engine_blink(playerDestinationPos, DIM(32, 32));
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mixer_play_effect(BLINK_EFFECT);
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Position lastTilePos = position_to_matrix_coords(&playerDestinationPos);
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RoomSpace *destSpace = &matrix->spaces[lastTilePos.x][lastTilePos.y];
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perform_pickups_for_space(destSpace, player);
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handle_space_effects(destSpace, player);
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return true;
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}
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static Skill *
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create_blink(void)
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{
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Texture *t = texturecache_add("Extras/Skills.png");
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Sprite *s = sprite_create();
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sprite_set_texture(s, t, 0);
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s->dim = GAME_DIMENSION;
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s->clip = CLIP32(32, 0);
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s->fixed = true;
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Skill *skill = create_default("Blink", s);
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skill->levelcap = 4;
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skill->use = skill_blink;
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return skill;
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}
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Skill*
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skill_create(enum SkillType t, Camera *cam)
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{
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@ -769,6 +857,10 @@ skill_create(enum SkillType t, Camera *cam)
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skill = create_charge();
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skill->tooltip = tooltip_create(charge_tooltip, cam);
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break;
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case BLINK:
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skill = create_blink();
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skill->tooltip = tooltip_create(blink_tooltip, cam);
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break;
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case DAGGER_THROW:
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skill = create_throw_dagger();
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skill->tooltip = tooltip_create(dagger_tooltip, cam);
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@ -35,7 +35,8 @@ enum SkillType {
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SIP_HEALTH,
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BACKSTAB,
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TRIP,
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PHASE
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PHASE,
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BLINK
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};
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typedef struct SkillData_t {
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