finished the game (i will probably not be touching this again)
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@@ -96,6 +96,14 @@ bool CharacterCombat::IsAbilityPivoting() const {
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return move.pivots && (move.pivotEndFrame <= 0.0f || abilityTime < AbilityFrameTime(move, move.pivotEndFrame));
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}
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bool CharacterCombat::HasHyperArmor() const {
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if (ability < 0)
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return false;
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const Ability& move = abilities[ability];
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return move.hyperArmor && abilityTime >= AbilityFrameTime(move, move.hyperArmorStartFrame)
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&& (move.hyperArmorEndFrame <= 0.0f || abilityTime < AbilityFrameTime(move, move.hyperArmorEndFrame));
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}
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void CharacterCombat::StartAbility(CharacterBody& body, int index) {
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// It takes over the action layer, so a swing in its recovery is over and the combo starts again after
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current = -1;
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