splash damage
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+5
-1
@@ -30,6 +30,7 @@ Tower_Archetype :: struct {
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upgrade_cost: int,
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damage_per_level: int,
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range_per_level: f32,
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splash_radius: f32,
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}
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TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = {
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@@ -45,6 +46,7 @@ TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = {
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upgrade_cost = 40,
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damage_per_level = 3,
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range_per_level = 8,
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splash_radius = 0,
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},
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.Cannon = {
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kind = .Cannon,
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@@ -57,6 +59,7 @@ TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = {
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upgrade_cost = 40,
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damage_per_level = 3,
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range_per_level = 8,
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splash_radius = 60,
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},
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.Ice = {
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kind = .Ice,
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@@ -69,6 +72,7 @@ TOWER_ARCHETYPES: [Tower_Kind]Tower_Archetype = {
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upgrade_cost = 40,
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damage_per_level = 3,
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range_per_level = 8,
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splash_radius = 0,
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},
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}
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@@ -238,7 +242,7 @@ update_towers :: proc(world: ^World, dt: f32) {
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(target.position.x - t.position.x) / len,
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(target.position.y - t.position.y) / len,
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}
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spawn_ballistic(world, t.position, dir, damage)
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spawn_ballistic(world, t.position, dir, damage, arch.splash_radius)
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}
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}
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case .Ice:
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