finished the game (i will probably not be touching this again)
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@@ -220,6 +220,8 @@ public:
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bool IsKnockedDown() const { return HasStatus(StatusEffect::Type::Knockdown); }
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bool CanAct() const; // not stunned or held by a status effect
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bool DodgesHits() const; // a status effect keeps ordinary hits off it
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bool IsInvulnerable() const; // has iframes: a status effect keeps every hit off it
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bool HasHyperArmor() const; // in a move that takes hits without flinching, being stunned or pushed about
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const std::vector<StatusEffect>& GetStatuses() const { return statuses; }
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// Recoils from a hit: whatever swing it was in is cut off and its flinch plays over everything, if it has one.
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