Merge pull request #2669 from genNAowl/camelcasing1

rotatespeed > rotateSpeed
This commit is contained in:
Anuken
2020-09-22 23:08:50 -04:00
committed by GitHub
3 changed files with 7 additions and 7 deletions

View File

@@ -1377,7 +1377,7 @@ public class Blocks implements ContentList{
ammoUseEffect = Fx.shellEjectSmall; ammoUseEffect = Fx.shellEjectSmall;
health = 250; health = 250;
inaccuracy = 2f; inaccuracy = 2f;
rotatespeed = 10f; rotateSpeed = 10f;
}}; }};
scatter = new ItemTurret("scatter"){{ scatter = new ItemTurret("scatter"){{
@@ -1395,7 +1395,7 @@ public class Blocks implements ContentList{
targetGround = false; targetGround = false;
recoilAmount = 2f; recoilAmount = 2f;
rotatespeed = 15f; rotateSpeed = 15f;
inaccuracy = 17f; inaccuracy = 17f;
shootCone = 35f; shootCone = 35f;
@@ -1498,7 +1498,7 @@ public class Blocks implements ContentList{
}}; }};
reloadTime = 35f; reloadTime = 35f;
shootCone = 40f; shootCone = 40f;
rotatespeed = 8f; rotateSpeed = 8f;
powerUse = 4f; powerUse = 4f;
targetAir = false; targetAir = false;
range = 90f; range = 90f;
@@ -1647,7 +1647,7 @@ public class Blocks implements ContentList{
range = 200f; range = 200f;
size = 3; size = 3;
recoilAmount = 3f; recoilAmount = 3f;
rotatespeed = 10f; rotateSpeed = 10f;
inaccuracy = 10f; inaccuracy = 10f;
shootCone = 30f; shootCone = 30f;
shootSound = Sounds.shootSnap; shootSound = Sounds.shootSnap;

View File

@@ -96,7 +96,7 @@ public class LaserTurret extends PowerTurret{
@Override @Override
protected void turnToTarget(float targetRot){ protected void turnToTarget(float targetRot){
rotation = Angles.moveToward(rotation, targetRot, efficiency() * rotatespeed * delta() * (bulletLife > 0f ? firingMoveFract : 1f)); rotation = Angles.moveToward(rotation, targetRot, efficiency() * rotateSpeed * delta() * (bulletLife > 0f ? firingMoveFract : 1f));
} }
@Override @Override

View File

@@ -52,7 +52,7 @@ public abstract class Turret extends Block{
public float recoilAmount = 1f; public float recoilAmount = 1f;
public float restitution = 0.02f; public float restitution = 0.02f;
public float cooldown = 0.02f; public float cooldown = 0.02f;
public float rotatespeed = 5f; //in degrees per tick public float rotateSpeed = 5f; //in degrees per tick
public float shootCone = 8f; public float shootCone = 8f;
public float shootShake = 0f; public float shootShake = 0f;
public float xRand = 0f; public float xRand = 0f;
@@ -312,7 +312,7 @@ public abstract class Turret extends Block{
} }
protected void turnToTarget(float targetRot){ protected void turnToTarget(float targetRot){
rotation = Angles.moveToward(rotation, targetRot, rotatespeed * delta() * baseReloadSpeed()); rotation = Angles.moveToward(rotation, targetRot, rotateSpeed * delta() * baseReloadSpeed());
} }
public boolean shouldTurn(){ public boolean shouldTurn(){