Multi-liquid sublimate
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@@ -1034,7 +1034,7 @@ public class Blocks{
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drawer.iconOverride = new String[]{"-bottom", ""};
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continuousLiquidOutput = true;
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outputLiquids = LiquidStack.with(Liquids.ozone, 2f * 2f / 60, Liquids.hydrogen, 2f * 3f / 60);
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outputLiquids = LiquidStack.with(Liquids.ozone, 4f / 60, Liquids.hydrogen, 6f / 60);
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liquidOutputDirections = new int[]{1, 3};
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}};
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@@ -2991,12 +2991,11 @@ public class Blocks{
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}};
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//TODO bad name
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sublimate = new ContinuousTurret("sublimate"){{
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sublimate = new ContinuousLiquidTurret("sublimate"){{
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//TODO requirements
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requirements(Category.turret, with(Items.tungsten, 150, Items.silicon, 160, Items.oxide, 50, Items.beryllium, 200));
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draw = new DrawTurret("reinforced-"){{
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liquidDraw = Liquids.ozone;
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Color heatc = Color.valueOf("fa2859");
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heatColor = heatc;
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@@ -3029,15 +3028,29 @@ public class Blocks{
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}};
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outlineColor = Pal.darkOutline;
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//TODO also consume hydrogen as a different ammo
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consumes.liquids(LiquidStack.with(Liquids.cyanogen, 3f / 60f, Liquids.ozone, 2f / 60f));
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liquidConsumed = 4f / 60f;
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range = 170f;
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range = 130f;
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shootType = new ContinuousFlameBulletType(){{
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damage = 5f;
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//TODO balance, set up, where is liquid/sec displayed? status effects maybe?
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ammo(
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Liquids.ozone, new ContinuousFlameBulletType(){{
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damage = 7f;
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length = range;
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}};
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colors = new Color[]{Color.valueOf("eb7abe").a(0.55f), Color.valueOf("e189f5").a(0.7f), Color.valueOf("907ef7").a(0.8f), Color.valueOf("91a4ff"), Color.white};
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}},
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Liquids.cyanogen, new ContinuousFlameBulletType(){{
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damage = 14f;
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rangeChange = 50f;
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length = range + rangeChange;
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colors = new Color[]{Color.valueOf("465ab8").a(0.55f), Color.valueOf("66a6d2").a(0.7f), Color.valueOf("89e8b6").a(0.8f), Color.valueOf("cafcbe"), Color.white};
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flareColor = Color.valueOf("89e8b6");
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lightColor = hitColor = flareColor;
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}}
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);
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acceptCoolant = false;
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scaledHealth = 320;
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@@ -124,6 +124,8 @@ public class BulletType extends Content implements Cloneable{
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public boolean makeFire = false;
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/** Whether to create hit effects on despawn. Forced to true if this bullet has any special effects like splash damage. */
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public boolean despawnHit = false;
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/** If true, unit armor is ignored in damage calculations. Ignored for building armor. */
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public boolean pierceArmor = false;
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//additional effects
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@@ -246,7 +248,11 @@ public class BulletType extends Content implements Cloneable{
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public void hitEntity(Bullet b, Hitboxc entity, float health){
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if(entity instanceof Healthc h){
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h.damage(b.damage);
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if(pierceArmor){
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h.damagePierce(b.damage);
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}else{
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h.damage(b.damage);
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}
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}
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if(entity instanceof Unit unit){
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@@ -50,6 +50,8 @@ public class ContinuousFlameBulletType extends ContinuousBulletType{
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hitColor = colors[1].cpy().a(1f);
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lightColor = hitColor;
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laserAbsorb = false;
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ammoMultiplier = 1f;
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pierceArmor = true;
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}
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@Override
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@@ -75,7 +75,7 @@ public class ErekirPlanetGenerator extends PlanetGenerator{
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if(ice < 0.6){
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if(result == Blocks.rhyolite || result == Blocks.yellowStone || result == Blocks.regolith){
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return Blocks.redIce;
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return Blocks.dacite; //TODO perhaps something else
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}
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}
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@@ -0,0 +1,94 @@
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package mindustry.world.blocks.defense.turrets;
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import arc.struct.*;
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import mindustry.content.*;
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import mindustry.entities.bullet.*;
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import mindustry.gen.*;
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import mindustry.type.*;
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import mindustry.world.consumers.*;
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import mindustry.world.meta.*;
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public class ContinuousLiquidTurret extends ContinuousTurret{
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public ObjectMap<Liquid, BulletType> ammoTypes = new ObjectMap<>();
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public float liquidConsumed = 1f / 60f;
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public ContinuousLiquidTurret(String name){
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super(name);
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acceptCoolant = false;
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hasLiquids = true;
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//TODO
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loopSound = Sounds.minebeam;
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shootSound = Sounds.none;
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smokeEffect = Fx.none;
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shootEffect = Fx.none;
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}
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/** Initializes accepted ammo map. Format: [liquid1, bullet1, liquid2, bullet2...] */
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public void ammo(Object... objects){
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ammoTypes = ObjectMap.of(objects);
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}
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@Override
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public void setStats(){
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super.setStats();
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stats.remove(Stat.ammo);
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stats.add(Stat.ammo, StatValues.ammo(ammoTypes));
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}
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@Override
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public void init(){
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//TODO use ammoMultiplier here?
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consumes.add(new ConsumeLiquidFilter(i -> ammoTypes.containsKey(i), liquidConsumed){
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@Override
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public boolean valid(Building build){
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return build.liquids.currentAmount() >= use(build);
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}
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@Override
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public void display(Stats stats){
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}
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});
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super.init();
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}
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public class LiquidTurretBuild extends ContinuousTurretBuild{
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@Override
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public boolean shouldActiveSound(){
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return wasShooting && enabled;
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}
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@Override
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public void updateTile(){
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unit.ammo(unit.type().ammoCapacity * liquids.currentAmount() / liquidCapacity);
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super.updateTile();
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}
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@Override
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public BulletType useAmmo(){
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//does not consume ammo upon firing
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return peekAmmo();
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}
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@Override
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public BulletType peekAmmo(){
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return ammoTypes.get(liquids.current());
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}
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@Override
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public boolean acceptItem(Building source, Item item){
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return false;
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}
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@Override
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public boolean acceptLiquid(Building source, Liquid liquid){
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return ammoTypes.get(liquid) != null &&
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(liquids.current() == liquid ||
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((!ammoTypes.containsKey(liquids.current()) || liquids.get(liquids.current()) <= 1f / ammoTypes.get(liquids.current()).ammoMultiplier + 0.001f)));
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}
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}
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}
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@@ -2,6 +2,7 @@ package mindustry.world.blocks.defense.turrets;
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import arc.math.*;
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import arc.struct.*;
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import mindustry.content.*;
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import mindustry.entities.bullet.*;
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import mindustry.gen.*;
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import mindustry.logic.*;
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@@ -10,7 +11,7 @@ import mindustry.world.meta.*;
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/** A turret that fires a continuous beam bullet with no reload or coolant necessary. The bullet only disappears when the turret stops shooting. */
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public class ContinuousTurret extends Turret{
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public BulletType shootType;
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public BulletType shootType = Bullets.standardCopper;
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public ContinuousTurret(String name){
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super(name);
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@@ -81,7 +82,7 @@ public class ContinuousTurret extends Turret{
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heat = 1f;
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recoil = recoilAmount;
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if(isShooting()){
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if(isShooting() && hasAmmo()){
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bullet.time = bullet.lifetime * bullet.type.optimalLifeFract * shootWarmup;
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}
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}
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@@ -106,9 +107,8 @@ public class ContinuousTurret extends Turret{
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return;
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}
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if((consValid() || cheating()) && !charging){
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BulletType type = peekAmmo();
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shoot(type);
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if(consValid() && !charging){
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shoot(peekAmmo());
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}
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}
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@@ -137,9 +137,9 @@ public class LiquidTurret extends Turret{
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@Override
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public boolean acceptLiquid(Building source, Liquid liquid){
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return ammoTypes.get(liquid) != null
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&& (liquids.current() == liquid || (ammoTypes.containsKey(liquid)
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&& (!ammoTypes.containsKey(liquids.current()) || liquids.get(liquids.current()) <= 1f / ammoTypes.get(liquids.current()).ammoMultiplier + 0.001f)));
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return ammoTypes.get(liquid) != null &&
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(liquids.current() == liquid ||
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((!ammoTypes.containsKey(liquids.current()) || liquids.get(liquids.current()) <= 1f / ammoTypes.get(liquids.current()).ammoMultiplier + 0.001f)));
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}
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}
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}
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@@ -349,6 +349,10 @@ public class StatValues{
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sep(bt, Core.bundle.format("bullet.lightning", type.lightning, type.lightningDamage < 0 ? type.damage : type.lightningDamage));
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}
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if(type.pierceArmor){
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sep(bt, "@bullet.armorpierce");
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}
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if(type.status != StatusEffects.none){
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sep(bt, (type.status.minfo.mod == null ? type.status.emoji() : "") + "[stat]" + type.status.localizedName);
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}
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