if (mob_state != MS.DEAD && mob_state != MS.NULL)
{
Rectangle mob_hitbox = list.get(i).hitbox;
for (float j = 0; j < radius; j += 3)
{
if (mob_hitbox.intersects(new Circle(x, y, j)) && mobNotDamaged(list.get(i), dmg_list))
{
float knockback = power; //calculate knockback
knockback += (pc?2+pc_lvl:0);
knockback += (th?4+th_lvl*0.8f:0);
knockback += km_lvl*0.8f;