strafing work
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@ -563,10 +563,10 @@ public class ClientGroundMovementTree implements BehaviorTree {
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rVal = Animation.ANIMATION_WALK_RIGHT;
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break;
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case FORWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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rVal = animationStartUp;
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break;
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case FORWARD_RIGHT:
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rVal = Animation.ANIMATION_WALK_RIGHT;
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rVal = animationStartUp;
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break;
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case BACKWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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@ -591,10 +591,10 @@ public class ClientGroundMovementTree implements BehaviorTree {
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rVal = Animation.ANIMATION_WALK_RIGHT;
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break;
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case FORWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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rVal = animationMain;
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break;
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case FORWARD_RIGHT:
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rVal = Animation.ANIMATION_WALK_RIGHT;
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rVal = animationMain;
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break;
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case BACKWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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@ -619,10 +619,10 @@ public class ClientGroundMovementTree implements BehaviorTree {
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rVal = Animation.ANIMATION_WALK_RIGHT;
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break;
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case FORWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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rVal = animationSlowDown;
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break;
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case FORWARD_RIGHT:
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rVal = Animation.ANIMATION_WALK_RIGHT;
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rVal = animationSlowDown;
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break;
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case BACKWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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@ -654,10 +654,10 @@ public class ClientGroundMovementTree implements BehaviorTree {
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rVal = Animation.ANIMATION_WALK_RIGHT;
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break;
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case FORWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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rVal = animationStartUp;
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break;
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case FORWARD_RIGHT:
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rVal = Animation.ANIMATION_WALK_RIGHT;
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rVal = animationStartUp;
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break;
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case BACKWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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@ -682,10 +682,10 @@ public class ClientGroundMovementTree implements BehaviorTree {
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rVal = Animation.ANIMATION_WALK_RIGHT;
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break;
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case FORWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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rVal = animationMain;
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break;
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case FORWARD_RIGHT:
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rVal = Animation.ANIMATION_WALK_RIGHT;
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rVal = animationMain;
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break;
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case BACKWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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@ -710,10 +710,10 @@ public class ClientGroundMovementTree implements BehaviorTree {
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rVal = Animation.ANIMATION_WALK_RIGHT;
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break;
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case FORWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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rVal = animationSlowDown;
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break;
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case FORWARD_RIGHT:
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rVal = Animation.ANIMATION_WALK_RIGHT;
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rVal = animationSlowDown;
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break;
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case BACKWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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@ -551,10 +551,10 @@ public class ServerGroundMovementTree implements BehaviorTree {
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rVal = Animation.ANIMATION_WALK_RIGHT;
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break;
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case FORWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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rVal = animationStartUp;
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break;
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case FORWARD_RIGHT:
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rVal = Animation.ANIMATION_WALK_RIGHT;
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rVal = animationStartUp;
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break;
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case BACKWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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@ -579,10 +579,10 @@ public class ServerGroundMovementTree implements BehaviorTree {
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rVal = Animation.ANIMATION_WALK_RIGHT;
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break;
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case FORWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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rVal = animationMain;
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break;
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case FORWARD_RIGHT:
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rVal = Animation.ANIMATION_WALK_RIGHT;
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rVal = animationMain;
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break;
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case BACKWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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@ -607,10 +607,10 @@ public class ServerGroundMovementTree implements BehaviorTree {
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rVal = Animation.ANIMATION_WALK_RIGHT;
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break;
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case FORWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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rVal = animationMain;
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break;
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case FORWARD_RIGHT:
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rVal = Animation.ANIMATION_WALK_RIGHT;
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rVal = animationMain;
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break;
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case BACKWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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@ -642,10 +642,10 @@ public class ServerGroundMovementTree implements BehaviorTree {
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rVal = Animation.ANIMATION_WALK_RIGHT;
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break;
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case FORWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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rVal = animationMain;
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break;
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case FORWARD_RIGHT:
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rVal = Animation.ANIMATION_WALK_RIGHT;
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rVal = animationMain;
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break;
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case BACKWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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@ -670,10 +670,10 @@ public class ServerGroundMovementTree implements BehaviorTree {
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rVal = Animation.ANIMATION_WALK_RIGHT;
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break;
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case FORWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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rVal = animationMain;
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break;
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case FORWARD_RIGHT:
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rVal = Animation.ANIMATION_WALK_RIGHT;
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rVal = animationMain;
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break;
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case BACKWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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@ -698,10 +698,10 @@ public class ServerGroundMovementTree implements BehaviorTree {
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rVal = Animation.ANIMATION_WALK_RIGHT;
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break;
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case FORWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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rVal = animationMain;
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break;
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case FORWARD_RIGHT:
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rVal = Animation.ANIMATION_WALK_RIGHT;
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rVal = animationMain;
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break;
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case BACKWARD_LEFT:
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rVal = Animation.ANIMATION_WALK_LEFT;
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@ -11,13 +11,22 @@ public class WeaponData {
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//the class of weapon (ie sword, bow, etc)
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String weaponClass;
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//the hitboxes associated with the weapon
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List<HitboxData> hitboxes;
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//the damage the weapon does
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int damage;
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//the model for the projectile
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String projectileModel;
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//The movespeed penalty applied when this weapon is used to perform an action
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double weaponActionMovePenalty;
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//The base move penalty applied when having the weapon equipped in the first place
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double weaponBaseMovePenalty;
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/**
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* Gets the weapon class
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* @return the weapon class
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@ -50,4 +59,20 @@ public class WeaponData {
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return damage;
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}
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/**
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* Gets the movement penalty (a percentage) applied when an action is performed with this weapon
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* @return The movement penalty percentage (ie 0.7 means you should be 70% as fast)
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*/
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public double getWeaponActionMovePenalty(){
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return weaponActionMovePenalty;
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}
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/**
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* Gets the movement penalty (a percentage) applied when this weapon is equipped
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* @return The movementy penalty percentage (ie a 0.7 means you should be 70% as fast)
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*/
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public double getWeaponBaseMovePenalty(){
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return weaponBaseMovePenalty;
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}
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}
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@ -29,8 +29,8 @@ public class Animation {
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public static final String ANIMATION_SPRINT_STARTUP = "RunStart";
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public static final String ANIMATION_SPRINT = "Run";
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public static final String ANIMATION_SPRINT_WINDDOWN = "RunStart";
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public static final String ANIMATION_WALK_RIGHT = "JogRight";
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public static final String ANIMATION_WALK_LEFT = "JogLeft";
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public static final String ANIMATION_WALK_RIGHT = "WalkStrafeRight";
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public static final String ANIMATION_WALK_LEFT = "WalkStrafeLeft";
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