Weird creation things (#8860)
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@@ -125,6 +125,10 @@ public class BulletType extends Content implements Cloneable{
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/** Whether to move the bullet back depending on delta to fix some delta-time related issues.
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/** Whether to move the bullet back depending on delta to fix some delta-time related issues.
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* Do not change unless you know what you're doing. */
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* Do not change unless you know what you're doing. */
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public boolean backMove = true;
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public boolean backMove = true;
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/** If true, the angle param in create is ignored. */
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public boolean ignoreSpawnAngle = false;
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/** Chance for this bullet to be created. */
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public float createChance = 1;
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/** Bullet range positive override. */
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/** Bullet range positive override. */
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public float maxRange = -1f;
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public float maxRange = -1f;
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/** When > 0, overrides range even if smaller than base range. */
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/** When > 0, overrides range even if smaller than base range. */
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@@ -736,6 +740,8 @@ public class BulletType extends Content implements Cloneable{
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}
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}
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public @Nullable Bullet create(@Nullable Entityc owner, @Nullable Entityc shooter, Team team, float x, float y, float angle, float damage, float velocityScl, float lifetimeScl, Object data, @Nullable Mover mover, float aimX, float aimY){
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public @Nullable Bullet create(@Nullable Entityc owner, @Nullable Entityc shooter, Team team, float x, float y, float angle, float damage, float velocityScl, float lifetimeScl, Object data, @Nullable Mover mover, float aimX, float aimY){
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if(!Mathf.chance(createChance)) return null;
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if(ignoreSpawnAngle) angle = 0;
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if(spawnUnit != null){
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if(spawnUnit != null){
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//don't spawn units clientside!
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//don't spawn units clientside!
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if(!net.client()){
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if(!net.client()){
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