bug fix in combo break
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@@ -41,9 +41,9 @@ namespace Invector.vMelee
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[Tooltip("Time to keep Ragdoll active if activeRagdoll is true.")]
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public float senselessTime;
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[Header("Attack Flow")]
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[Tooltip("Normalized time point to start allowing the next attack input.")]
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public float blockInputBeforeTime = 0.5f;
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//[Header("Attack Flow")]
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//[Tooltip("Normalized time point to start allowing the next attack input.")]
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//public float blockInputBeforeTime = 0.5f;
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[Header("Combo & Movement")]
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[Tooltip("Normalized time to unlock rotation, allowing the player to aim the next attack in a combo. Set to 1 to disable.")]
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@@ -248,9 +248,10 @@ namespace Invector.vMelee
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BlockAttack(false);
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// --- END MODIFICATION ---
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}
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private void ManageComboLogic(float currentNormalizedTime)
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{
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/*
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if (blockInputBeforeTime > 0f)
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{
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if (currentNormalizedTime >= blockInputBeforeTime)
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@@ -262,7 +263,8 @@ namespace Invector.vMelee
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BlockAttack(true); // Block input
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}
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}
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*/
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if (!useComboTimingWindow) return;
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bool isInsideWindow = currentNormalizedTime >= comboWindowStartTime;
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@@ -273,9 +275,14 @@ namespace Invector.vMelee
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{
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_comboWindowEffectTriggered = true;
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TimeController.Instance.SetTimeScaleForRealTimeSec(comboWindowTimeScale, comboWindowDuration, false);
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BlockAttack(false);
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if (debug) Debug.Log($"({damageType}) COMBO WINDOW OPEN. Accepting input.");
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}
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}
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else
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{
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BlockAttack(true);
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}
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}
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// --- Other methods remain unchanged ---
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