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Globally calculated difficulty damage
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4 changed files with 12 additions and 22 deletions
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@ -185,13 +185,7 @@ public partial class PlayerDamageReceiver : Area2D
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if (!Enabled) return;
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// Change value based on difficulty
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float difficultyReducedDmg = GlobalState.Instance.SessionSettings.Difficulty switch
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{
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DifficultyLevel.Easy => damage / 5,
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DifficultyLevel.Normal => damage / 2,
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DifficultyLevel.Hard or DifficultyLevel.Lunatic => damage,
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_ => damage
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};
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float difficultyReducedDmg = damage / GlobalState.Instance.SessionSettings.DifficultyDamageMultiplier;
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// Check if the shield is empty or damage has skip attributes
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if (CurrentShield <= 0 || ShieldDamageResistances.Where(x => x.DamageType == type).Any(x => x.Attribute is DamageAttribute.Skip))
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