Made vulnerable and spawn code not depend on the enemy type. Hopefully nothing broke.
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							| @@ -147,7 +147,12 @@ class Level: | ||||
|                     damage=obj.get("damage", 1), | ||||
|                     attack_range=obj.get("attack_range", 1), | ||||
|                     movement_range=obj.get("movement_range", 5), | ||||
|                     attack_pattern=obj.get("attack_pattern", {'type': 'patrol'})  # Add this line | ||||
|                     attack_pattern=obj.get("attack_pattern", {'type': 'patrol'}), | ||||
|                     can_spawn=obj.get("can_spawn", False), | ||||
|                     spawn_type=obj.get("spawn_type", "zombie"), | ||||
|                     spawn_cooldown=obj.get("spawn_cooldown", 2000), | ||||
|                     spawn_chance=obj.get("spawn_chance", 25), | ||||
|                     spawn_distance=obj.get("spawn_distance", 5) | ||||
|                 ) | ||||
|                 self.enemies.append(enemy) | ||||
|             else: | ||||
| @@ -215,11 +220,12 @@ class Level: | ||||
|                 continue | ||||
|                  | ||||
|             enemy.update(currentTime, self.player) | ||||
|              | ||||
|             if enemy.channel is None or not enemy.channel.get_busy(): | ||||
|                 enemy.channel = obj_play(self.sounds, enemy.enemyType, self.player.xPos, enemy.xPos) | ||||
|             if enemy.channel is not None: | ||||
|                 enemy.channel = obj_update(enemy.channel, self.player.xPos, enemy.xPos) | ||||
|  | ||||
|             if not enemy.hasVulnerabilitySystem: | ||||
|                 if enemy.channel is None or not enemy.channel.get_busy(): | ||||
|                     enemy.channel = obj_play(self.sounds, enemy.enemyType, self.player.xPos, enemy.xPos) | ||||
|                 if enemy.channel is not None: | ||||
|                     enemy.channel = obj_update(enemy.channel, self.player.xPos, enemy.xPos) | ||||
|                  | ||||
|         # Update catapults | ||||
|         for obj in self.objects: | ||||
|   | ||||
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