fixed bug regarding attack damage value switch
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@ -50,7 +50,7 @@ public class KnightOnHorse : Ally
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_detectionScript = _detection.GetComponent<Detection>();
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// keep originals to go back to them eventually
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_originalAttackDamage = _chargeAttackDamage;
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_originalAttackDamage = AttackDamage;
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_originalPos = transform.position;
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// makes sure the entity charges on creation
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@ -59,6 +59,7 @@ public class KnightOnHorse : Ally
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public override void Update()
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{
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Debug.Log(AttackDamage);
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// fade if charge done
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if (_isFading)
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{
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@ -69,6 +70,8 @@ public class KnightOnHorse : Ally
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// check if charge is ready
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if (_timeSinceLastCharge > _chargeCooldown && !_isCharging)
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{
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AttackDamage = _chargeAttackDamage;
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SweepAttack();
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_isCharging = true;
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@ -105,6 +108,9 @@ public class KnightOnHorse : Ally
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Enemy = null;
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_chargeDetection.SetActive(false);
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// attack damage
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AttackDamage = _originalAttackDamage;
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// start fading
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_isFading = true;
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}
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@ -133,7 +139,6 @@ public class KnightOnHorse : Ally
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//Attack Cooldown
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if (AttackSpeedWait > AttackInterval)
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{
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AttackDamage = _originalAttackDamage;
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Animation.PlayAttackAnim();
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AttackSpeedWait = 0f;
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@ -144,8 +149,6 @@ public class KnightOnHorse : Ally
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private void AttackEnemyRiding()
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{
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AttackDamage = _chargeAttackDamage;
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// call root attack cause no specific animation
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_rootScript.Attack();
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_opponentsHit.Add(Enemy);
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