Let bullets have speed = 0
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@@ -445,7 +445,7 @@ public class BulletType extends Content implements Cloneable{
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bullet.owner = owner;
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bullet.team = team;
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bullet.time = 0f;
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bullet.vel.trns(angle, speed * velocityScl);
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bullet.initVel(angle, speed * velocityScl);
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if(backMove){
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bullet.set(x - bullet.vel.x * Time.delta, y - bullet.vel.y * Time.delta);
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}else{
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@@ -462,7 +462,7 @@ public class BulletType extends Content implements Cloneable{
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}
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bullet.add();
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if(keepVelocity && owner instanceof Velc v) bullet.vel.add(v.vel().x, v.vel().y);
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if(keepVelocity && owner instanceof Velc v) bullet.vel.add(v.vel());
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return bullet;
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}
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@@ -23,7 +23,8 @@ public class ContinuousLaserBulletType extends BulletType{
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public boolean largeHit = true;
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public ContinuousLaserBulletType(float damage){
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super(0.001f, damage);
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this.damage = damage;
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this.speed = 0f;
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hitEffect = Fx.hitBeam;
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despawnEffect = Fx.none;
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@@ -21,7 +21,8 @@ public class LaserBulletType extends BulletType{
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public boolean largeHit = false;
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public LaserBulletType(float damage){
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super(0.01f, damage);
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this.damage = damage;
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this.speed = 0f;
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hitEffect = Fx.hitLaserBlast;
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hitColor = colors[2];
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@@ -12,8 +12,8 @@ public class LightningBulletType extends BulletType{
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public int lightningLength = 25, lightningLengthRand = 0;
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public LightningBulletType(){
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super(0.0001f, 1f);
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damage = 1f;
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speed = 0f;
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lifetime = 1;
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despawnEffect = Fx.none;
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hitEffect = Fx.hitLancer;
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@@ -16,6 +16,7 @@ public class RailBulletType extends BulletType{
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public float updateEffectSeg = 20f;
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public RailBulletType(){
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speed = 0f;
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pierceBuilding = true;
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pierce = true;
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reflectable = false;
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@@ -23,7 +24,6 @@ public class RailBulletType extends BulletType{
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despawnEffect = Fx.none;
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collides = false;
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lifetime = 1f;
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speed = 0.01f;
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}
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@Override
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@@ -57,7 +57,7 @@ public class RailBulletType extends BulletType{
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Damage.collideLine(b, b.team, b.type.hitEffect, b.x, b.y, b.rotation(), length, false, false);
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float resultLen = b.fdata;
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Vec2 nor = Tmp.v1.set(b.vel).nor();
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Vec2 nor = Tmp.v1.trns(b.rotation(), 1f).nor();
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for(float i = 0; i <= resultLen; i += updateEffectSeg){
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updateEffect.at(b.x + nor.x * i, b.y + nor.y * i, b.rotation());
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}
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