Fix up equipping inventory items, fill out the rest of the inventory labels
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@@ -98,6 +98,8 @@ namespace GameJamDungeon
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GameRepo.SetPlayerGlobalPosition(GlobalPosition);
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GameRepo.PlayerGlobalPosition.Sync += OnPlayerPositionUpdated;
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GameRepo.SetPlayerStatInfo(PlayerStatInfo);
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_currentHP = new AutoProp<double>(PlayerStatInfo.MaximumHP);
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_currentVT = new AutoProp<int>(PlayerStatInfo.MaximumVT);
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_currentHP.Sync += OnHPChanged;
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@@ -119,7 +121,7 @@ namespace GameJamDungeon
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})
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.Handle((in PlayerLogic.Output.Animations.Attack output) =>
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{
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var weaponInfo = GameRepo.EquippedWeapon.WeaponInfo;
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var weaponInfo = GameRepo.EquippedWeapon.Value.WeaponInfo;
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var attackSpeed = (float)weaponInfo.AttackSpeed;
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AnimationPlayer.SetSpeedScale(attackSpeed);
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AnimationPlayer.Play("attack");
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@@ -160,7 +162,7 @@ namespace GameJamDungeon
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var roll = rng.Randf();
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if (roll <= enemy.EnemyStatInfo.Luck)
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isCriticalHit = true;
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var damage = DamageCalculator.CalculateEnemyDamage(hitBox.Damage, PlayerStatInfo, enemy.EnemyStatInfo, GameRepo.EquippedArmor.ArmorInfo, isCriticalHit);
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var damage = DamageCalculator.CalculateEnemyDamage(hitBox.Damage, PlayerStatInfo, enemy.EnemyStatInfo, GameRepo.EquippedArmor.Value.ArmorInfo, isCriticalHit);
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_currentHP.OnNext(_currentHP.Value - damage);
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GD.Print($"Player hit for {damage} damage.");
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}
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