Tweak tower and unit values
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@@ -177,14 +177,14 @@ ecs_entity_t placeBuilding(Game *game, BuildingType type,
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ecs_set(ECS, building, AttachedEntity, {mage});
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ecs_set(ECS, building, Tower, {
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.range = 80.0f,
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.projMinDamage = 40.0f,
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.projMaxDamage = 80.0f,
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.projMinDamage = 20.0f,
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.projMaxDamage = 50.0f,
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.projMinLifespan = 0.8f,
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.projMaxLifespan = 1.2f,
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.projSpeed = 100.0f,
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.projRadius = 4.0f,
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.projDamageCount = 3,
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.fireCooldown = 0.8f,
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.fireCooldown = 0.9f,
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.fireElapsed = 0.0f,
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});
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break;
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@@ -77,8 +77,8 @@ ecs_entity_t entityCreateSoldier(const Position position, Player player, Game *g
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Unit unit = {0};
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ecs_entity_t e = entityCreateBaseUnit(position, 10.0f, player, ENTITY_SOLDIER, ANIM_IDLE, &unit, game);
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ecs_set(ECS, e, Health, {
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.startHP = 40.0f,
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.hp = 40.0f,
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.startHP = 80.0f,
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.hp = 80.0f,
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.lastChanged = -1000.0f
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});
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unit.minDamage = 5.0f;
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@@ -92,8 +92,8 @@ ecs_entity_t entityCreateWarrior(const Position position, Player player, Game *g
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Unit unit = {0};
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ecs_entity_t e = entityCreateBaseUnit(position, 10.0f, player, ENTITY_WARRIOR, ANIM_IDLE, &unit, game);
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ecs_set(ECS, e, Health, {
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.startHP = 80.0f,
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.hp = 80.0f,
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.startHP = 200.0f,
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.hp = 200.0f,
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.lastChanged = -1000.0f
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});
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unit.minDamage = 8.0f;
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