1 var EnemyCharacterClass_Apache = function(stage, args){
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2 EnemyCharacterClass_Apache.base.apply(this, [stage, [["apache1.png","apache2.png","apache3.png"]]]);
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6 this.antigravity = 700 / GameManager.prototype.tickPerSecond ;
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9 this.chasingRange = 600;
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10 this.fightingRange = 200;
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12 this.movingVelocity = 130;
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14 this.HP = this.max_HP;
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15 this.isWeaponed = true;
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17 stage.addStageObject(this);
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18 }.extend(EnemyCharacterClass, {
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19 className: "EnemyCharacterClass_Apache",
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23 if(this.lastFireTick < this.ownerStage.manager.tickCount - this.fireTickInterval){
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24 var f = new FireObjectClass(this.ownerStage, [["bullet.png"]]);
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25 f.maxBoundCount = 1;
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28 f.fire(this, 192,192);
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29 this.fireTickInterval=20;
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30 this.lastFireTick=this.ownerStage.manager.tickCount;
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