Bulwark shield mechanics mostly done
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@@ -3066,7 +3066,7 @@ public class Blocks{
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ammo(
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//TODO 1 more ammo type, decide on base type
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Items.fissileMatter, new ArtilleryBulletType(2.5f, 100, "shell"){{
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Items.fissileMatter, new ArtilleryBulletType(2.5f, 300, "shell"){{
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hitEffect = new MultiEffect(Fx.titanExplosion, Fx.titanSmoke);
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despawnEffect = Fx.none;
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knockback = 2f;
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@@ -2503,16 +2503,25 @@ public class UnitTypes{
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bulwark = new UnitType("bulwark"){{
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drag = 0.1f;
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speed = 0.62f;
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hitSize = 23f;
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health = 8000;
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armor = 6f;
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hitSize = 19f;
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health = 7300;
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armor = 5f;
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outlineColor = Pal.darkOutline;
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envDisabled = Env.space;
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//TODO shield ability looks bad
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//abilities.add(new ArmorPlateAbility());
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//new ForceFieldAbility(60f, 0.3f, 400f, 60f * 6);
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abilities.add(new ShieldSectorAbility(){{
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region = "bulwark-shield";
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radius = 34f;
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sectorAngle = 85f;
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regen = 0.4f;
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cooldown = 60f * 8f;
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max = 1500f;
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y = -20f;
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width = 6f;
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}});
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rotateSpeed = 2.7f;
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rotateSpeed = 2.2f;
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legCount = 4;
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legLength = 15f;
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@@ -2554,7 +2563,7 @@ public class UnitTypes{
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homingPower = 0.2f;
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weaveMag = 4;
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weaveScale = 4;
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lifetime = 60f;
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lifetime = 55f;
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//TODO better
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shootEffect = Fx.shootBig2;
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smokeEffect = Fx.shootSmokeTitan;
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