more changes to make it better
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@@ -7,11 +7,14 @@ public class Hammer : MonoBehaviour
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[SerializeField] private float _impactNoiseRadius = 10f;
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[SerializeField] private bool _emitNoiseOnImpact = true;
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public event System.Action OnReturnedToHand;
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private float _lifeTimer;
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private Vector2 _velocity;
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private bool _facingRight;
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private Rigidbody2D _rigidbody;
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private bool _hasCollided = false;
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private bool _isThrown = false;
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private void Awake()
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{
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@@ -23,10 +26,12 @@ public class Hammer : MonoBehaviour
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{
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_facingRight = facingRight;
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_velocity = new Vector2(facingRight ? speed : -speed, 0);
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_isThrown = true;
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if (_rigidbody != null)
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{
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_rigidbody.linearVelocity = _velocity;
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_rigidbody.angularVelocity = 0f;
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}
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}
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@@ -53,7 +58,7 @@ public class Hammer : MonoBehaviour
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{
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HandleEnemyCollision(enemy, collision.relativeVelocity);
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EmitImpactNoise(collision.GetContact(0).point);
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Destroy(gameObject);
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ReturnToHand();
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return;
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}
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@@ -63,13 +68,13 @@ public class Hammer : MonoBehaviour
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{
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mapElement.Hit();
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EmitImpactNoise(collision.GetContact(0).point);
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Destroy(gameObject);
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ReturnToHand();
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return;
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}
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// Fallback: destroy on any collision
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// Fallback: return hammer on any collision
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EmitImpactNoise(collision.GetContact(0).point);
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Destroy(gameObject);
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ReturnToHand();
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}
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private void HandleEnemyCollision(Character enemy, Vector2 impactVelocity)
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@@ -94,4 +99,13 @@ public class Hammer : MonoBehaviour
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noiseSystem.Emit(position, _impactNoiseRadius);
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}
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}
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private void ReturnToHand()
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{
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_isThrown = false;
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if (OnReturnedToHand != null)
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{
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OnReturnedToHand.Invoke();
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}
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}
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}
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@@ -3,7 +3,7 @@ using UnityEngine;
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public class PlayerController : Character
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{
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[SerializeField] GameObject _modelPrefab;
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[SerializeField] private HammerThrower _hammerThrower;
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private GameObject _hammer;
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private bool _isHoldingHammer = true;
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@@ -12,14 +12,13 @@ public class PlayerController : Character
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private InputManager _inputManager;
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private PlayerState _playerState;
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private HammerThrower _hammerThrower;
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private Vector2 _currentMovement;
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private void Awake()
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{
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_inputManager = GetComponent<InputManager>();
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_playerState = GetComponent<PlayerState>();
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_hammerThrower = GetComponent<HammerThrower>();
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_inputManager.OnFire += OnFireButtonPressed;
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_inputManager.OnMovementChanged += OnMovementChanged;
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@@ -53,7 +52,6 @@ public class PlayerController : Character
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}
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MoveTo(_currentMovement.x, isAllowVertical ? _currentMovement.y : 0);
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_hammerThrower.SetFacingDirection(_facingRight);
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}
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private void OnMovementChanged(Vector2 movement)
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@@ -73,12 +71,9 @@ public class PlayerController : Character
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public void ThrowHammerObject()
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{
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_hammerThrower.TryThrowHammer();
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UpdatePlayerSprite();
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}
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private void UpdatePlayerSprite()
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{
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}
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protected override void SetWalkingAnimation(bool isWalking)
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{
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_animator.SetBool("Legs_Walk", isWalking);
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@@ -87,10 +82,6 @@ public class PlayerController : Character
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protected override void SetClimbingAnimation(bool isClimbing)
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{
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if (isClimbing)
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{
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}
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_animator.SetBool("Climb", isClimbing);
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}
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@@ -4,15 +4,15 @@ using UnityEngine;
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public class HammerThrower : MonoBehaviour
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{
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[SerializeField] private Transform _spawnPoint;
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[SerializeField] private GameObject _hammerPrefab;
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[SerializeField] private GameObject hammerInHand;
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[SerializeField] private float _throwSpeed = 5f;
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[SerializeField] private float _throwCooldown = 1.5f;
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[SerializeField] private Collider2D _playerCollider;
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private GameObject _currentHammer;
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private bool _hasHammer = true;
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private bool _facingRight = true;
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private float _cooldownTimer = 0f;
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private Collider2D _playerCollider;
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public bool HasHammer => _hasHammer;
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public bool CanThrow => _hasHammer && _cooldownTimer <= 0f;
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@@ -20,7 +20,7 @@ public class HammerThrower : MonoBehaviour
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private void Awake()
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{
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_playerCollider = GetComponent<Collider2D>() ?? GetComponentInChildren<Collider2D>();
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_currentHammer = hammerInHand;
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}
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public void SetFacingDirection(bool facingRight)
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@@ -39,10 +39,22 @@ public class HammerThrower : MonoBehaviour
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private void ThrowHammer()
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{
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if (hammerInHand == null || _spawnPoint == null)
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return;
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_currentHammer = hammerInHand;
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_currentHammer.transform.SetParent(null);
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_currentHammer.transform.position = _spawnPoint.position;
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_currentHammer.transform.rotation = _spawnPoint.rotation;
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_hasHammer = false;
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_cooldownTimer = _throwCooldown;
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_currentHammer = Instantiate(_hammerPrefab, _spawnPoint.position, _spawnPoint.rotation);
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var hammer = _currentHammer.GetComponent<Hammer>();
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if (hammer != null)
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{
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hammer.OnReturnedToHand += ReturnHammerToHand;
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hammer.Initialize(_facingRight, _throwSpeed);
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}
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if (_playerCollider != null)
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{
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@@ -52,33 +64,39 @@ public class HammerThrower : MonoBehaviour
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Physics2D.IgnoreCollision(_playerCollider, hammerCollider);
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}
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}
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// Initialize hammer with direction and speed
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var hammerComponent = _currentHammer.GetComponent<Hammer>();
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if (hammerComponent != null)
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{
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hammerComponent.Initialize(_facingRight, _throwSpeed);
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}
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// Flip hammer visual based on direction
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_currentHammer.transform.localScale = new Vector2(
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_currentHammer.transform.localScale.x * (_facingRight ? 1 : -1),
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_currentHammer.transform.localScale.y
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);
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}
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private void Update()
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{
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// Update cooldown timer
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if (_cooldownTimer > 0f)
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{
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_cooldownTimer -= Time.deltaTime;
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}
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}
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// Hammer destroyed → hammer returned
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if (!_hasHammer && _currentHammer == null)
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private void ReturnHammerToHand()
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{
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if (_currentHammer == null || _spawnPoint == null)
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return;
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_currentHammer.transform.SetParent(_spawnPoint);
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_currentHammer.transform.localPosition = Vector3.zero;
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_currentHammer.transform.localRotation = Quaternion.identity;
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var rb = _currentHammer.GetComponent<Rigidbody2D>();
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if (rb != null)
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{
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_hasHammer = true;
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rb.linearVelocity = Vector2.zero;
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rb.angularVelocity = 0f;
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}
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var hammer = _currentHammer.GetComponent<Hammer>();
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if (hammer != null)
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{
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hammer.OnReturnedToHand -= ReturnHammerToHand;
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}
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_hasHammer = true;
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_cooldownTimer = 0f;
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}
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}
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