second one
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+24
-76
@@ -5,9 +5,9 @@ signal health_changed(current: int, maximum: int)
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@export var move_speed: float = 7.0
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@export var kick_range: float = 3.5
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@export var kick_force: float = 22.0
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@export var kick_force: float = 60.0
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@export var kick_cooldown: float = 0.6
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@export var kick_angle: float = 120.0
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@export var kick_angle: float = 60.0
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@export var max_health: int = 100
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var health: int = max_health
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@@ -16,9 +16,10 @@ var invincible_timer: float = 0.0
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var is_alive: bool = true
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var last_move_dir: Vector3 = Vector3.FORWARD
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var mesh_node: MeshInstance3D
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@onready var mesh_node: MeshInstance3D = $BodyMesh
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@onready var indicator_node: MeshInstance3D = $KickIndicator
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var player_mat: StandardMaterial3D
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var indicator_node: MeshInstance3D
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var indicator_mat: StandardMaterial3D
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const IFRAMES_DURATION := 0.6
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@@ -26,27 +27,13 @@ const BASE_COLOR := Color(0.2, 0.55, 1.0)
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func _ready() -> void:
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add_to_group("player")
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_build_visuals()
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_build_collider()
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func _build_visuals() -> void:
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mesh_node = MeshInstance3D.new()
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var capsule := CapsuleMesh.new()
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capsule.radius = 0.4
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capsule.height = 1.0
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mesh_node.mesh = capsule
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mesh_node.position.y = 0.5
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player_mat = StandardMaterial3D.new()
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player_mat.albedo_color = BASE_COLOR
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player_mat.roughness = 0.6
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player_mat.metallic = 0.2
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player_mat = mesh_node.material_override.duplicate() as StandardMaterial3D
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mesh_node.material_override = player_mat
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add_child(mesh_node)
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_setup_indicator()
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# Kick arc indicator (sector/fan mesh on floor)
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indicator_node = MeshInstance3D.new()
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indicator_node.mesh = _make_kick_arc_mesh()
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func _setup_indicator() -> void:
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indicator_node.position.y = 0.02
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indicator_node.mesh = _make_kick_arc_mesh()
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indicator_mat = StandardMaterial3D.new()
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indicator_mat.albedo_color = Color(1.0, 0.85, 0.1, 0.2)
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indicator_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
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@@ -54,7 +41,6 @@ func _build_visuals() -> void:
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indicator_mat.no_depth_test = true
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indicator_mat.cull_mode = BaseMaterial3D.CULL_DISABLED
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indicator_node.material_override = indicator_mat
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add_child(indicator_node)
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func _make_kick_arc_mesh() -> ArrayMesh:
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var verts := PackedVector3Array()
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@@ -65,39 +51,25 @@ func _make_kick_arc_mesh() -> ArrayMesh:
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var t: float = float(i) / float(SEGS)
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var a: float = lerpf(-half_rad, half_rad, t)
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verts.append(Vector3(sin(a) * kick_range, 0.0, -cos(a) * kick_range))
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var indices := PackedInt32Array()
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for i in range(SEGS):
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indices.append(0)
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indices.append(i + 1)
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indices.append(i + 2)
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var arrays: Array = []
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arrays.resize(Mesh.ARRAY_MAX)
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arrays[Mesh.ARRAY_VERTEX] = verts
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arrays[Mesh.ARRAY_INDEX] = indices
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var mesh := ArrayMesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
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return mesh
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func _build_collider() -> void:
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var col := CollisionShape3D.new()
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var shape := CapsuleShape3D.new()
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shape.radius = 0.4
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shape.height = 1.0
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col.shape = shape
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col.position.y = 0.5
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add_child(col)
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func _physics_process(delta: float) -> void:
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if not is_alive:
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return
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_handle_movement(delta)
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_handle_kick(delta)
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_handle_iframes(delta)
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if Input.is_action_just_pressed("ui_accept") and kick_timer <= 0.0:
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_do_kick()
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@@ -110,24 +82,14 @@ func _handle_movement(delta: float) -> void:
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float(Input.is_key_pressed(KEY_S) or Input.is_key_pressed(KEY_DOWN)) -
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float(Input.is_key_pressed(KEY_W) or Input.is_key_pressed(KEY_UP))
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)
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# Camera-relative movement: camera is independent (mouse-controlled), no feedback loop
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var cam := get_viewport().get_camera_3d()
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if (abs(input_x) > 0.0 or abs(input_z) > 0.0) and cam != null:
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var cam_fwd := -cam.global_transform.basis.z
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cam_fwd.y = 0.0
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if cam_fwd.length() > 0.01:
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cam_fwd = cam_fwd.normalized()
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else:
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cam_fwd = Vector3(0.0, 0.0, -1.0)
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cam_fwd = cam_fwd.normalized() if cam_fwd.length() > 0.01 else Vector3(0.0, 0.0, -1.0)
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var cam_right := cam.global_transform.basis.x
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cam_right.y = 0.0
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if cam_right.length() > 0.01:
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cam_right = cam_right.normalized()
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else:
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cam_right = Vector3(1.0, 0.0, 0.0)
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cam_right = cam_right.normalized() if cam_right.length() > 0.01 else Vector3(1.0, 0.0, 0.0)
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var move := cam_fwd * (-input_z) + cam_right * input_x
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if move.length() > 0.01:
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move = move.normalized()
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@@ -139,7 +101,6 @@ func _handle_movement(delta: float) -> void:
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else:
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velocity.x = move_toward(velocity.x, 0.0, move_speed * 12.0 * delta)
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velocity.z = move_toward(velocity.z, 0.0, move_speed * 12.0 * delta)
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velocity.y = 0.0
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move_and_slide()
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@@ -158,16 +119,10 @@ func _handle_iframes(delta: float) -> void:
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func _do_kick() -> void:
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kick_timer = kick_cooldown
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var forward := -global_transform.basis.z
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forward.y = 0.0
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if forward.length() > 0.01:
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forward = forward.normalized()
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else:
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forward = Vector3(0, 0, -1)
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forward = forward.normalized() if forward.length() > 0.01 else Vector3(0.0, 0.0, -1.0)
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var half_cos: float = cos(deg_to_rad(kick_angle * 0.5))
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var enemies := get_tree().get_nodes_in_group("enemies")
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var kicked_any := false
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for e in enemies:
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@@ -181,11 +136,9 @@ func _do_kick() -> void:
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var dist := diff.length()
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if dist < 0.1 or dist > kick_range:
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continue
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var dir_to_enemy := diff / dist
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if dir_to_enemy.dot(forward) >= half_cos:
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en.call("receive_kick", dir_to_enemy, kick_force)
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if (diff / dist).dot(forward) >= half_cos:
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en.call("receive_kick", diff / dist, kick_force)
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kicked_any = true
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if kicked_any:
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_squish_effect()
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@@ -198,15 +151,13 @@ func take_damage(amount: int) -> void:
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if not is_alive or invincible_timer > 0.0:
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return
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invincible_timer = IFRAMES_DURATION
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health = max(0, health - amount)
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emit_signal("health_changed", health, max_health)
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var tw := create_tween()
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tw.tween_property(player_mat, "albedo_color", Color.RED, 0.08)
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tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.25)
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if health <= 0:
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_die()
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#health = max(0, health - amount)
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#emit_signal("health_changed", health, max_health)
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#var tw := create_tween()
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#tw.tween_property(player_mat, "albedo_color", Color.RED, 0.08)
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#tw.tween_property(player_mat, "albedo_color", BASE_COLOR, 0.25)
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#if health <= 0:
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#_die()
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func _die() -> void:
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is_alive = false
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@@ -216,15 +167,12 @@ func _die() -> void:
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func apply_upgrade(id: String) -> void:
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match id:
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"kick_force":
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kick_force += 6.0
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"kick_force": kick_force += 6.0
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"kick_range":
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kick_range += 0.7
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indicator_node.mesh = _make_kick_arc_mesh()
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"kick_cooldown":
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kick_cooldown = max(0.12, kick_cooldown - 0.09)
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"move_speed":
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move_speed += 1.2
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"kick_cooldown": kick_cooldown = max(0.12, kick_cooldown - 0.09)
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"move_speed": move_speed += 1.2
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"max_health":
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max_health += 30
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health = min(health + 30, max_health)
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