use timing information introduced in MAIN_ATTACKING case so that a second attack is required to add a falling enemy to the player's list
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@@ -25,9 +25,8 @@ struct
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(player, enemies, enemyTree, fallingEnemies)
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val projectiles = #projectiles player
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val (fallingEnemies, enemies) =
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PlayerAttack.projectileHitEnemy
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(projectiles, enemies, enemyTree, fallingEnemies)
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val (fallingEnemies, enemies) = PlayerAttack.projectileHitEnemy
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(projectiles, enemies, enemyTree, fallingEnemies, time)
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val enemies = Enemy.update
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(enemies, walls, wallTree, platforms, platformTree, player, graph)
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