Fixed OpenGL vertex arrays / Fixed bullet shrink crop
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@@ -89,7 +89,7 @@ public class UnitTypes{
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//region neoplasm
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public static @EntityDef({Unitc.class, Crawlc.class}) UnitType scuttler;
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public static @EntityDef({Unitc.class, Crawlc.class}) UnitType latum;
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//endregion
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@@ -3909,9 +3909,9 @@ public class UnitTypes{
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//region erekir - neoplasm
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if(false)
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scuttler = new NeoplasmUnitType("scuttler"){{
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latum = new NeoplasmUnitType("latum"){{
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health = 20000;
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armor = 17;
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armor = 12;
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hitSize = 48f;
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omniMovement = false;
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rotateSpeed = 1.7f;
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@@ -3919,7 +3919,10 @@ public class UnitTypes{
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drawCell = false;
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segments = 4;
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drawBody = false;
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hidden = true;
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crushDamage = 2f;
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aiController = HugAI::new;
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targetAir = false;
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segmentScl = 4f;
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segmentPhase = 5f;
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@@ -1462,7 +1462,7 @@ public class UnitType extends UnlockableContent{
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if(healFlash){
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Tmp.c1.set(Color.white).lerp(healColor, Mathf.clamp(unit.healTime - unit.hitTime));
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}
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Draw.mixcol(Tmp.c1, Math.max(unit.hitTime, Mathf.clamp(unit.healTime)));
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Draw.mixcol(Tmp.c1, Math.max(unit.hitTime, !healFlash ? 0f : Mathf.clamp(unit.healTime)));
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if(unit.drownTime > 0 && unit.lastDrownFloor != null){
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Draw.mixcol(Tmp.c1.set(unit.lastDrownFloor.mapColor).mul(0.83f), unit.drownTime * 0.9f);
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@@ -4,6 +4,7 @@ import mindustry.content.*;
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import mindustry.entities.abilities.*;
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import mindustry.graphics.*;
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import mindustry.type.*;
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import mindustry.world.meta.*;
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/** This is just a preset. Contains no new behavior. */
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public class NeoplasmUnitType extends UnitType{
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@@ -13,10 +14,11 @@ public class NeoplasmUnitType extends UnitType{
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outlineColor = Pal.neoplasmOutline;
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immunities.addAll(StatusEffects.burning, StatusEffects.melting);
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envDisabled = Env.none;
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abilities.add(new RegenAbility(){{
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//fully regen in 30 seconds
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percentAmount = 1f / (30f * 60f) * 100f;
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//fully regen in 70 seconds
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percentAmount = 1f / (70f * 60f) * 100f;
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}});
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abilities.add(new LiquidExplodeAbility(){{
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@@ -29,7 +31,9 @@ public class NeoplasmUnitType extends UnitType{
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}});
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//green flashing is unnecessary since they always regen
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healFlash = false;
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healFlash = true;
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healColor = Pal.neoplasm1;
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//TODO
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//- liquid regen ability
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