refactor invincibility handling by consolidating invincible counting logic into a separate method
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@@ -108,6 +108,7 @@ public class Entity {
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knockbackCount = 0;
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knockback = false;
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speed = defaultSpeed;
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invincibleCounting();
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return;
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}
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@@ -119,7 +120,10 @@ public class Entity {
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}
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knockbackCount++;
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if(knockbackCount != 10) return;
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if(knockbackCount != 10) {
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invincibleCounting();
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return;
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}
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knockback = false;
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knockbackCount = 0;
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@@ -146,14 +150,7 @@ public class Entity {
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spriteCount = 0;
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}
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}
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// INVINCIBLE COUNTER
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if(!invincible) return;
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invincibleCount++;
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if(invincibleCount > 40) {
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invincible = false;
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invincibleCount = 0;
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}
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invincibleCounting();
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}
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public void draw(Graphics2D graphics2d) {
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int screenX = worldX - panel.player.worldX + panel.player.screenX;
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@@ -613,5 +610,13 @@ public class Entity {
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actionLock = 0;
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}
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}
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public void invincibleCounting() {
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if(!invincible) return;
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invincibleCount++;
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if(invincibleCount > 40) {
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invincible = false;
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invincibleCount = 0;
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}
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}
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}
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