8 hours, lurk damage rework.
Lurker damage has been reduced and the following effects have been added: reduced turn rate, alt fire lock out, slow and disorient.
The player's mouse/stick input is interpreted as 1/4 of its actual value for a period when struck by a lurk. This is intended to combo with the aim punch from the flier.
The player cannot register an alt fire command for a period after being hit by a lurk. This is represented by the right gun being tilted down and having a pulsing red glow added to it. The gun's snap back to forward facing is currently jarring and bad.
A movement speed slow is applied to the player. This prompted some new code to let me apply slows to the player and got the player's move speed into a variable form.
The disorientation effect is currently a TV static-esque filter that becomes visible over the screen and fades over a duration like the flier screen effect.
Got in some groundwork on the next rework: shooter projectiles.
Documentation.
Rebranding away from lazypwnda cause... gosh, why wouldn't I.