finished the game (i will probably not be touching this again)
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@@ -53,6 +53,10 @@ struct Ability {
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float moveSpeedMultiplier = 0.5f; // of walking speed while it's going
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bool pivots = false; // keeps turning to face where the player looks while it's going, so it can be aimed
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float pivotEndFrame = 0.0f; // stops pivoting here, 0 pivots all the way through
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// Hyper armor: hits still hurt, but don't flinch, stun, knock back or knock down the user, so the move carries on
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bool hyperArmor = false;
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float hyperArmorStartFrame = 0.0f;
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float hyperArmorEndFrame = 0.0f; // 0 keeps it to the end
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std::string sound; // played where it goes off, as it does. Empty plays nothing.
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float screenshake = 0.0f; // how hard the camera shakes as it goes off, when it's the player's
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@@ -142,6 +146,9 @@ public:
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// Whether the ability it's in turns it to face where it's aimed right now
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bool IsAbilityPivoting() const;
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// Whether the ability it's in has hyper armor right now
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bool HasHyperArmor() const;
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// Whether abilities[index] can be used now, and how much of its cooldown is left, 1 just used to 0 ready
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bool IsAbilityReady(int index) const;
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float GetCooldownFraction(int index) const;
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