Refactored fireball into FireBulletType
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@@ -1,17 +1,9 @@
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package mindustry.content;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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import arc.math.*;
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import arc.util.*;
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import mindustry.ctype.*;
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import mindustry.entities.*;
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import mindustry.entities.bullet.*;
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import mindustry.gen.*;
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import mindustry.graphics.*;
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import mindustry.world.*;
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import static mindustry.Vars.*;
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public class Bullets implements ContentList{
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public static BulletType
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@@ -377,47 +369,9 @@ public class Bullets implements ContentList{
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ammoMultiplier = 3;
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}};
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fireball = new BulletType(1f, 4){
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{
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pierce = true;
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collidesTiles = false;
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collides = false;
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drag = 0.03f;
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hitEffect = despawnEffect = Fx.none;
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}
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fireball = new FireBulletType(1f, 4);
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@Override
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public void init(Bullet b){
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b.vel.setLength(0.6f + Mathf.random(2f));
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}
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@Override
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public void draw(Bullet b){
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Draw.color(Pal.lightFlame, Pal.darkFlame, Color.gray, b.fin());
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Fill.circle(b.x, b.y, 3f * b.fout());
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Draw.reset();
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}
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@Override
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public void update(Bullet b){
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if(Mathf.chance(0.04 * Time.delta)){
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Tile tile = world.tileWorld(b.x, b.y);
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if(tile != null){
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Fires.create(tile);
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}
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}
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if(Mathf.chance(0.1 * Time.delta)){
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Fx.fireballsmoke.at(b.x, b.y);
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}
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if(Mathf.chance(0.1 * Time.delta)){
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Fx.ballfire.at(b.x, b.y);
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}
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}
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};
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basicFlame = new BulletType(3.35f, 16f){{
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basicFlame = new BulletType(3.35f, 17f){{
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ammoMultiplier = 3f;
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hitSize = 7f;
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lifetime = 18f;
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@@ -432,7 +386,7 @@ public class Bullets implements ContentList{
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hittable = false;
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}};
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pyraFlame = new BulletType(4f, 45f){{
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pyraFlame = new BulletType(4f, 50f){{
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ammoMultiplier = 6f;
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hitSize = 7f;
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lifetime = 18f;
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@@ -101,10 +101,10 @@ public class UnitTypes implements ContentList{
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reload = 11f;
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recoil = 1f;
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ejectEffect = Fx.none;
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bullet = new BulletType(4.1f, 32f){{
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bullet = new BulletType(4.1f, 35f){{
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ammoMultiplier = 3f;
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hitSize = 7f;
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lifetime = 12f;
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lifetime = 13f;
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pierce = true;
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statusDuration = 60f * 4;
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shootEffect = Fx.shootSmallFlame;
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@@ -344,7 +344,7 @@ public class UnitTypes implements ContentList{
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bullet = new LightningBulletType(){{
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lightningColor = hitColor = Pal.heal;
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damage = 12f;
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damage = 14f;
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lightningLength = 7;
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lightningLengthRand = 7;
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shootEffect = Fx.shootHeal;
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