Swarmer cleanup
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@@ -2845,6 +2845,7 @@ public class Blocks{
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size = 2;
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size = 2;
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scaledHealth = 280;
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scaledHealth = 280;
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targetAir = false;
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targetAir = false;
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moveWhileCharging = false;
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shootSound = Sounds.laser;
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shootSound = Sounds.laser;
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coolant = consume(new ConsumeCoolant(0.2f));
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coolant = consume(new ConsumeCoolant(0.2f));
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@@ -2913,10 +2914,12 @@ public class Blocks{
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shoot = new ShootAlternate(){{
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shoot = new ShootAlternate(){{
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shots = 4;
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shots = 4;
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barrels = 3;
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spread = 3.5f;
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spread = 3.5f;
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shotDelay = 5f;
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shotDelay = 5f;
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}};
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}};
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shootY = 7f;
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reloadTime = 30f;
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reloadTime = 30f;
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inaccuracy = 10f;
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inaccuracy = 10f;
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range = 240f;
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range = 240f;
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@@ -3184,11 +3187,6 @@ public class Blocks{
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loopSoundVolume = 2f;
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loopSoundVolume = 2f;
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envEnabled |= Env.space;
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envEnabled |= Env.space;
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shoot = new ShootSpread(){{
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shots = 3;
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spread = 10f;
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}};
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shootType = new ContinuousLaserBulletType(78){{
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shootType = new ContinuousLaserBulletType(78){{
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length = 200f;
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length = 200f;
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hitEffect = Fx.hitMeltdown;
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hitEffect = Fx.hitMeltdown;
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@@ -75,6 +75,8 @@ public class Turret extends ReloadTurret{
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public float minWarmup = 0f;
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public float minWarmup = 0f;
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/** If true, this turret will accurately target moving targets with respect to charge time. */
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/** If true, this turret will accurately target moving targets with respect to charge time. */
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public boolean accurateDelay = false;
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public boolean accurateDelay = false;
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/** If false, this turret can't move while charging. */
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public boolean moveWhileCharging = true;
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/** pattern used for bullets */
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/** pattern used for bullets */
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public ShootPattern shoot = new ShootPattern();
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public ShootPattern shoot = new ShootPattern();
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@@ -404,7 +406,7 @@ public class Turret extends ReloadTurret{
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}
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}
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public boolean shouldTurn(){
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public boolean shouldTurn(){
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return !charging();
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return moveWhileCharging || !charging();
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}
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}
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@Override
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@Override
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