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tab -> spaces final (maybe)
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@ -203,24 +203,24 @@ export default class BattleScene extends SceneBase {
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async preload() {
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async preload() {
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this.load.scenePlugin('inputController', InputsController);
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this.load.scenePlugin('inputController', InputsController);
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this.load.scenePlugin('uiInputs', UiInputs);
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this.load.scenePlugin('uiInputs', UiInputs);
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if (DEBUG_RNG) {
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if (DEBUG_RNG) {
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const scene = this;
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const scene = this;
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const originalRealInRange = Phaser.Math.RND.realInRange;
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const originalRealInRange = Phaser.Math.RND.realInRange;
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Phaser.Math.RND.realInRange = function (min: number, max: number): number {
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Phaser.Math.RND.realInRange = function (min: number, max: number): number {
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const ret = originalRealInRange.apply(this, [ min, max ]);
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const ret = originalRealInRange.apply(this, [ min, max ]);
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const args = [ 'RNG', ++scene.rngCounter, ret / (max - min), `min: ${min} / max: ${max}` ];
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const args = [ 'RNG', ++scene.rngCounter, ret / (max - min), `min: ${min} / max: ${max}` ];
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args.push(`seed: ${scene.rngSeedOverride || scene.waveSeed || scene.seed}`);
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args.push(`seed: ${scene.rngSeedOverride || scene.waveSeed || scene.seed}`);
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if (scene.rngOffset)
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if (scene.rngOffset)
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args.push(`offset: ${scene.rngOffset}`);
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args.push(`offset: ${scene.rngOffset}`);
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console.log(...args);
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console.log(...args);
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return ret;
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return ret;
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};
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};
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}
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}
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populateAnims();
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populateAnims();
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await this.initVariantData();
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await this.initVariantData();
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}
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}
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create() {
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create() {
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initGameSpeed.apply(this);
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initGameSpeed.apply(this);
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