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- if (active)
- {
- hit = false;
- var r = room;
- var j:Int = 0;
- while (true)
- {
- var i:Int = 0;
- while (i < Std.int(r.entities.length))
- {
- var e:Entity = r.entities[i];
- if (hurts.indexOf(e.type) != -1 && hasHit.indexOf(e) == -1)
- {
- var d:Float = AI.eDistance(this, e);
- if ((d < 4*(scaleX + scaleY) + 8) && e.health > 0)
- {
- hitEnemy(e);
- }
- }
- i++;
- }
- if (j >= Std.int(room.portals.length)) { break; }
- r = room.goThrough(room.portals[j]);
- j++;
- }
- move(speed * Math.cos(angle), speed * Math.sin(angle));
- lifetime++;
- }
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