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Welcome back, My favorite game developers.

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In this video, we are going to make our boss angry.

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So as you can see,

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I've created a transition in here.

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I've created a trigger that we didn't use.

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And we can go from walking to get angry,

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too angry, walking too angry, attacking.

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So let's see how that looks in our game.

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I'm going to maximize on play.

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I'm going to go to the syllabus and make, nope, I mean,

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go to the angry walking and make the speed five,

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save that, and maximize on play, run the game.

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So now you should see the boss gets angry,

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he gets bigger, and now he walks much faster.

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And you'll notice that he does

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a lot more damage and we can get away.

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You can see that right now our health has been depleted.

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We tried to shoot him.

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He doesn't have a health system.

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What kind of game this is,

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and now we come to our death by dying.

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So with that out of the way,

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we go back to the main menu.

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We break a couple of glasses,

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we cry, and we try to exit the game,

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but it won't allow us.

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So let's not waste any more time and let's get started.

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Oh, okay, So now it's time to

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take our boss the next level.

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And by next level,

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I obviously mean to get him angry,

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not worry about the shooting.

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We will deal with that later on.

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We already know all the shooting mechanics.

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So I'm going to create a transition from

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the regular walking to the getting angry.

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And in here, I'm going to create

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a new trigger or actually a trigger.

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So I'm going to call it get angry.

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So when we are walking,

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we get angry and then we transition to the anger.

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So we become bigger,

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we become faster and we become stronger, I guess.

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Well, obviously we will become stronger.

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And then when we transition from the get angry, I mean,

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when we finish the angry transition,

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we will transition to the get angry.

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So let's look at that.

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We get angry.

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We finish the animation, breathe a bit,

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and then we will start walking back again.

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So excellent, all of this works perfectly fine.

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The next thing we're going to do is

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we'll create a transition from the

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angry walking to the angry attack and a transition back.

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And we're going to remove any exit time in here.

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And I'm going to make

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this exit time and here are around 90.

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How long was the previous one?

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So in here, 97.

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Okay, then 97.

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So when we are attacking,

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we attack once, once, twice, once, twice.

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Okay, Excellent.

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So we have everything set up properly

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and we are going to use

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the same trigger right here for the attack.

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Because, why not?

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We can do that, save all of that.

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And now we have the angry attack.

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But obviously when we are attacking,

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we want to have more damage.

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We want to have a bigger angry radius.

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So for that, I'm going to issue you

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a challenge to make the boss angry attack.

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So first of all, create a new method that

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handles the angry attacking of the boss.

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This attack should have

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a bigger range and a stronger attack.

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So you'll need to create variables just for that and

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add events into the angry at tech animation.

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So with that said,

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pause the video right now and go create

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the new angry attack.

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Hey, welcome back, my fellow game developers.

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Let me just show you what's going on in

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our discord server for a second.

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This is a person that I am

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going to help and as you can see,

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he sends me a bit of code.

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I sent him a bit of code back.

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We have a chat,

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we have the chats all the time in

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the general game development and so on.

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This is so active all the time.

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People are helping each other.

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I tried to help as much as I possibly can.

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So make sure to join the Discord.

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I should have talked about this earlier,

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but no worries about that.

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Let's just finish this video so I can go help mark out.

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So I'm going to scroll up in here.

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I'm going to create two new variables.

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The first one is going to be

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a serialized field in D-major and it's going to be the

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angry than average about.

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And let's just set it as maybe 30.

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So 30 or 40.

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So we doubled because we doubled the size,

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we double the amount of damage.

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And a serialized field for the float

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and the angry at the radius.

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And there we go.

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We save that.

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Let's go ahead and remove this.

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And then I'm going to scroll down in here.

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And, and by the way,

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if you want, you can draw the attack radius in here also.

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So the angry attack radius,

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I'm not going to do that.

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I don't think that's necessary.

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I'm just going to create

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a new method in here for the angry attack.

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And there is another philosophy to this,

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or another way actually enough, not philosophy,

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but you can call philosophy if you want to sound fancy,

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like I want right now,

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we can, instead of doing a another method,

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we can actually change the one we have in here,

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but I think it's more appropriate to

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create a new method just for

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the sake of not having any confusions.

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So angry at the back layer.

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And we are going to do exactly the same.

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So in here, another thing that we can do is perhaps,

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maybe just make this part of

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a general variable just

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for we don't have any redundant code,

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but we are just going to copy this,

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paste it in here, and we are

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going to remove the print in here.

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And in here. This was just for debugging purposes.

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I always recommend you use this all the debug dot log.

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And instead of the damage amount,

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we are going to use the angry damage amount.

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And instead of the attack radius,

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the angry attack radius, we save that.

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We go back into our game.

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We check the animations on the Skelly boss.

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The Angry, Angry attack, angry attack.

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So it's the first one,

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the slope and the scenes.

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We are attacking angrily and on the swing.

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There we go.

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So in here we add an event.

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We call the angry attack.

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And now we swing down on this right here.

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We add another event and we make the angry attack player.

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So save that.

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Let's also go in to the where Z disc Syllabus.

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Scroll down angry attack radius,

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this one was three, That's make this 16.

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Say that maybe even if it's not

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very logical when we have the soil,

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just imagine as if we have some kind of, I don't know,

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maybe some, some force field or something.

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I don't know.

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So now we save all of that.

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We run the game and we should see that now he gets

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angry and he does

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absolutely nothing because there

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is something that we forgot to do.

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If we go to the animator,

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we can see that angry walking doesn't have any behavior.

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So let's try to add the walking like that.

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Nope, it doesn't work at behavior.

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And we'll just the boss walk.

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There we go. So now we have

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an attack range and let's make it a bit bigger.

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So maybe four, because e is bigger and

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the speed becomes four,

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say that, run the game.

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And now we should see that he gets

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angry and now he is faster.

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So as you can see,

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there we go. This is attack.

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It's much faster at deals,

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a lot more damage and he is a bit quicker.

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Maybe we'll make him even more quick by adding a 50.

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Oh no, no, no, no, low-low.

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You. There we go.

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So as you can see,

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when the boss is angry,

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he is really angry obviously.

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But there is one problem.

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You might have noticed that it was

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not very hard to not notice is

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that we immediately go to

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the angular steak and this is not something that we want,

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but this is something that we will have more control

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of once we have a health system for our boss,

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which is something that we'll do in the next video.

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So make sure to commit

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your changes and I'll see you in the next one.

