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timed particles are meant to be bound to the animation progress
timed particles are meant to be bound to the animation progress and not to the skill progress like it was before.
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@@ -2644,8 +2644,8 @@ bool Unit::update() {
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this->lastAnimProgress= this->animProgress;
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this->lastAnimProgress= this->animProgress;
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const Game *game = Renderer::getInstance().getGame();
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const Game *game = Renderer::getInstance().getGame();
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if(progress==0){
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if(animProgress==0){
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skillCycleStarts();
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AnimCycleStarts();
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}
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}
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progress = getUpdatedProgress(progress,
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progress = getUpdatedProgress(progress,
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GameConstants::updateFps,
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GameConstants::updateFps,
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@@ -3731,7 +3731,7 @@ float Unit::computeHeight(const Vec2i &pos) const {
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return height;
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return height;
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}
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}
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void Unit::skillCycleStarts(){
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void Unit::AnimCycleStarts(){
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// we need to queue timed particles if progress starts
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// we need to queue timed particles if progress starts
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queueTimedParticles(currSkill->unitParticleSystemTypes);
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queueTimedParticles(currSkill->unitParticleSystemTypes);
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}
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}
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@@ -817,7 +817,7 @@ private:
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float computeHeight(const Vec2i &pos) const;
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float computeHeight(const Vec2i &pos) const;
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void calculateXZRotation();
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void calculateXZRotation();
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void skillCycleStarts();
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void AnimCycleStarts();
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void updateTarget();
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void updateTarget();
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void clearCommands();
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void clearCommands();
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void deleteQueuedCommand(Command *command);
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void deleteQueuedCommand(Command *command);
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