Fixed #3400
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@@ -1247,7 +1247,7 @@ public class UnitTypes implements ContentList{
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mineTier = 3;
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health = 500;
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armor = 5f;
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speed = 2.4f;
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speed = 2.5f;
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accel = 0.06f;
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drag = 0.017f;
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lowAltitude = true;
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@@ -1257,7 +1257,7 @@ public class UnitTypes implements ContentList{
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hitSize = 15f;
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engineSize = 3f;
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payloadCapacity = (2 * 2) * tilePayload;
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buildSpeed = 2.5f;
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buildSpeed = 2.6f;
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ammoType = AmmoTypes.power;
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@@ -1405,6 +1405,7 @@ public class UnitTypes implements ContentList{
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y = -5f;
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rotate = true;
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ejectEffect = Fx.casing1;
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shootSound = Sounds.missile;
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bullet = new MissileBulletType(2.7f, 12, "missile"){{
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width = 8f;
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height = 8f;
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@@ -1451,6 +1452,7 @@ public class UnitTypes implements ContentList{
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rotateSpeed = 5f;
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inaccuracy = 10f;
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ejectEffect = Fx.casing1;
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shootSound = Sounds.shoot;
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bullet = Bullets.flakLead;
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}});
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@@ -1463,6 +1465,7 @@ public class UnitTypes implements ContentList{
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rotateSpeed = 2f;
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shake = 1.5f;
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ejectEffect = Fx.casing2;
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shootSound = Sounds.bang;
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bullet = Bullets.artilleryIncendiary;
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}});
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}};
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@@ -1499,6 +1502,7 @@ public class UnitTypes implements ContentList{
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shots = 1;
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inaccuracy = 3f;
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ejectEffect = Fx.casing3;
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shootSound = Sounds.artillery;
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bullet = new ArtilleryBulletType(3.2f, 12){{
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trailMult = 0.8f;
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@@ -1537,6 +1541,7 @@ public class UnitTypes implements ContentList{
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shotDelay = 3f;
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inaccuracy = 5f;
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velocityRnd = 0.1f;
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shootSound = Sounds.missile;
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ejectEffect = Fx.none;
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bullet = new MissileBulletType(2.7f, 12){{
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@@ -280,6 +280,11 @@ public class Control implements ApplicationListener, Loadable{
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public void playSector(@Nullable Sector origin, Sector sector){
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ui.loadAnd(() -> {
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if(saves.getCurrent() != null && state.isGame()){
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control.saves.getCurrent().save();
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control.saves.resetSave();
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}
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ui.planet.hide();
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SaveSlot slot = sector.save;
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sector.planet.setLastSector(sector);
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@@ -75,7 +75,7 @@ public class Weapon{
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/** sound used for weapons that have a delay */
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public Sound chargeSound = Sounds.none;
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/** sound played when there is nothing to shoot */
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public Sound noAmmoSound = Sounds.click;
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public Sound noAmmoSound = Sounds.noammo;
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/** displayed region (autoloaded) */
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public TextureRegion region;
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/** heat region, must be same size as region (optional) */
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