get player state on back btn
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4ecc87259e
commit
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@ -18,6 +18,7 @@ function GamePanel(props) {
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setActiveSkill,
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setActiveCryp,
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selectSkillTarget,
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sendPlayerState,
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activeCryp,
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account,
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showLog,
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@ -47,11 +48,16 @@ function GamePanel(props) {
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);
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}
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function backClick() {
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quit();
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return sendPlayerState(game.instance);
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}
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const header = (
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<div className="instance-hdr">
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<button
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className="game-back-btn instance-btn instance-ui-btn left"
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onClick={quit}>
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onClick={backClick}>
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Back
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</button>
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<div className="spacer">
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@ -23,6 +23,11 @@ const addState = connect(
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return false;
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}
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function sendPlayerState(instanceId) {
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if (!instanceId) return false;
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return ws.sendPlayerState(instanceId);
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}
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// intercept self casting skills
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if (activeSkill && activeSkill.skill.self_targeting) {
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ws.sendGameSkill(game.id, activeSkill.crypId, null, activeSkill.skill.skill);
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@ -36,6 +41,7 @@ const addState = connect(
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activeSkill,
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activeCryp,
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selectSkillTarget,
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sendPlayerState,
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};
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},
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@ -349,7 +349,7 @@ fn get_combos() -> Vec<Combo> {
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Combo { units: vec![Var::Block, Var::Green, Var::Green], var: Var::Reflect },
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Combo { units: vec![Var::Block, Var::Blue, Var::Blue], var: Var::Corrupt },
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Combo { units: vec![Var::Block, Var::Red, Var::Green], var: Var::Taunt },
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Combo { units: vec![Var::Block, Var::Green, Var::Blue], var: Var::Life },
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Combo { units: vec![Var::Block, Var::Green, Var::Blue], var: Var::Life },
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Combo { units: vec![Var::Block, Var::Red, Var::Blue], var: Var::Recharge },
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Combo { units: vec![Var::Stun, Var::Red, Var::Red], var: Var::Strangle },
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@ -364,7 +364,7 @@ fn get_combos() -> Vec<Combo> {
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Combo { units: vec![Var::Attack, Var::Blue, Var::Blue], var: Var::Blast },
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Combo { units: vec![Var::Attack, Var::Red, Var::Green], var: Var::Purify },
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Combo { units: vec![Var::Attack, Var::Green, Var::Blue], var: Var::Decay },
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Combo { units: vec![Var::Attack, Var::Red, Var::Blue], var: Var::Blast }, // AAAAAAAAAAAAAAAAAA
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Combo { units: vec![Var::Attack, Var::Red, Var::Blue], var: Var::Blast }, // AAAAAAAAAAAAAAAAAA
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Combo { units: vec![Var::Damage, Var::Red, Var::Red], var: Var::RedDamageI },
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Combo { units: vec![Var::Damage, Var::Green, Var::Green], var: Var::GreenDamageI },
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@ -373,9 +373,9 @@ fn get_combos() -> Vec<Combo> {
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Combo { units: vec![Var::Damage, Var::Green, Var::Blue], var: Var::GBDI },
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Combo { units: vec![Var::Damage, Var::Red, Var::Blue], var: Var::RBDI },
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Combo { units: vec![Var::Life, Var::Red, Var::Red], var: Var::RedLifeI },
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Combo { units: vec![Var::Life, Var::Green, Var::Green], var: Var::GreenLifeI },
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Combo { units: vec![Var::Life, Var::Blue, Var::Blue], var: Var::BlueLifeI },
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Combo { units: vec![Var::Life, Var::Red, Var::Red], var: Var::RedLifeI },
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Combo { units: vec![Var::Life, Var::Green, Var::Green], var: Var::GreenLifeI },
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Combo { units: vec![Var::Life, Var::Blue, Var::Blue], var: Var::BlueLifeI },
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Combo { units: vec![Var::Life, Var::Red, Var::Green], var: Var::GRLI },
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Combo { units: vec![Var::Life, Var::Green, Var::Blue], var: Var::GBLI },
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Combo { units: vec![Var::Life, Var::Red, Var::Blue], var: Var::RBLI },
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