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Added Heavy Hit and Cutter animations
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@@ -61,6 +61,8 @@ public class AbilityCutter extends Ability implements IAbilityCutter {
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this.telegraphType = TelegraphType.CONE;
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this.windUpSound = "random.bow";
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this.activeSound = "random.break";
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this.windUpAnimationName = "Ability_Cutter_Windup";
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this.activeAnimationName = "Ability_Cutter_Active";
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}
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@Override
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@@ -37,6 +37,8 @@ public class AbilityHeavyHit extends Ability implements IAbilityHeavyHit {
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this.showTelegraph = false;
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this.windUpSound = "random.anvil_use";
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this.activeSound = "random.anvil_land";
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this.windUpAnimationName = "Ability_HeavyHit_Windup";
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this.activeAnimationName = "Ability_HeavyHit_Active";
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}
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@Override
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@@ -75,14 +77,13 @@ public class AbilityHeavyHit extends Ability implements IAbilityHeavyHit {
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if (wasHit) {
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applyEffects(target);
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}
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// Heavy Hit is instant
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signalCompletion();
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}
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@Override
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public void onActiveTick(EntityLivingBase caster, EntityLivingBase target, World world, int tick) {
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// Heavy Hit is instant, no active tick needed
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// Just enough delay to see the active animation
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if (tick == 10)
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signalCompletion();
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}
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@Override
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