Wave of item effects and implementation
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@@ -190,6 +190,7 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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HealthComponent.CurrentHP.Changed += InverseHPToAttackPowerSync;
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HealthComponent.HealthReachedZero += Die;
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ExperiencePointsComponent.PlayerLevelUp += OnLevelUp;
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ExperiencePointsComponent.PlayerLevelDown += OnLevelDown;
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PlayerFXAnimations.AnimationFinished += PlayerFXAnimations_AnimationFinished;
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HealthTimer.WaitTime = _healthTimerWaitTime;
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SetProcessInput(false);
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@@ -527,6 +528,11 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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BoostPlayerHPFromLevelUp();
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}
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private void OnLevelDown()
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{
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LowerPlayerHPFromLevelDown();
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}
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private void BoostPlayerHPFromLevelUp()
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{
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var rng = new RandomNumberGenerator();
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@@ -535,6 +541,14 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<IPlayer>
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HealthComponent.RaiseMaximumHP(hpIncrease);
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}
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private void LowerPlayerHPFromLevelDown()
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{
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var rng = new RandomNumberGenerator();
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rng.Randomize();
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var hpIncrease = rng.RandiRange(3, 6);
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HealthComponent.LowerMaximumHP(hpIncrease);
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}
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private static float LeftStrafeInputVector => Input.GetActionStrength(GameInputs.StrafeLeft);
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private static float RightStrafeInputVector => Input.GetActionStrength(GameInputs.StrafeRight);
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