Remove shooteffect when missile unit dies without target (#11644)
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@@ -32,6 +32,7 @@ public class MissileAI extends AIController{
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//kill instantly on enemy building contact
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if(build != null && build.team != unit.team && (build == target || !build.block.underBullets)){
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unit.hasTarget = true;
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unit.kill();
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}
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}
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@@ -1891,6 +1891,73 @@ public class Fx{
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}).layer(Layer.effect + 1f),
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shootQuellPulse = new Effect(40f, e -> {
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rand.setSeed(e.id);
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float randSize = 0.1f;
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float fout = e.fout() * rand.random(1f - randSize, 1f);
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float fin = e.fin() * rand.random(1f - randSize, 1f);
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float coreRadius = 30f * e.fout(Interp.smooth2);
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Color coreColor = Tmp.c1.set(e.color).mul(0.8f);
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Color edgeColor = e.color;
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e.scaled(10, i -> {
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stroke(4f * i.fout());
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Lines.circle(e.x, e.y, 2f + i.fin() * 40f);
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});
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int count = 8;
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for(int i = 0; i < count; i++){
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float t = (i + 1f) / count;
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float radius = coreRadius + 5f;
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color(Tmp.c1.set(coreColor).mul(1f + fout / 8f));
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alpha(Mathf.pow(1f - t, 2.5f) * fout * 0.5f);
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Fill.circle(e.x, e.y, Mathf.lerp(coreRadius * 0.6f, coreRadius * 1.7f, t));
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}
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color(Tmp.c1.set(edgeColor).mul(1.2f));
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e.scaled(fout * 0.8f, i -> {
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stroke(3f * i.fout());
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Lines.circle(e.x, e.y, coreRadius * 0.6f);
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});
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color(coreColor);
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alpha(0.5f * e.fout(Interp.smooth) + 0.8f);
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stroke(e.fout(Interp.pow2InInverse) * 3f);
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float circleRad = e.finpow() * 28f;
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Lines.circle(e.x, e.y, circleRad);
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stroke(e.fout(Interp.smooth) * 3f);
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for(int i = 0; i < 9; i++){
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float angle = rand.random(360f);
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float lenRand = rand.random(0.5f, 1.2f);
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Tmp.v1.trns(angle, circleRad);
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for(int s : Mathf.signs){
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Drawf.tri(e.x + Tmp.v1.x, e.y + Tmp.v1.y, e.fout() * 10f, e.fout() * 10f * lenRand + 8f, angle + 90f + s * 90f);
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}
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}
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color(edgeColor);
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alpha(e.fout(Interp.pow2InInverse) + 0.5f);
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for(int i = 0; i < rand.random(8, 13); i++){
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float randomPos = rand.random(0.9f, 1.1f);
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float angle = rand.random(360f);
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float len = rand.random(0.7f, 1.3f) * 10f + fout * 2f;
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float width = rand.random(1f, 4f) * 1.5f * fout + 1f;
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float dist = 8f + coreRadius * rand.random(0.8f, 1.4f);
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Tmp.v1.trns(angle, circleRad);
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for(int s : Mathf.signs){
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Drawf.tri(e.x + Angles.trnsx(angle, dist) - Tmp.v1.x / 2, e.y + Angles.trnsy(angle, dist) * randomPos - Tmp.v1.y * randomPos / 2, width, len, angle + 90f + s * 90f);
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}
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}
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reset();
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}),
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shootTitan = new Effect(10, e -> {
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color(Pal.lightOrange, e.color, e.fin());
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float w = 1.3f + 10 * e.fout();
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@@ -3504,8 +3504,9 @@ public class UnitTypes{
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mirror = false;
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reload = 1f;
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shootOnDeath = true;
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shootOnDeathEffect = Fx.massiveExplosion;
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bullet = new ExplosionBulletType(140f, 25f){{
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shootEffect = new MultiEffect(Fx.massiveExplosion, new WrapEffect(Fx.dynamicSpikes, Pal.techBlue, 24f), new WaveEffect(){{
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shootEffect = new MultiEffect(new WrapEffect(Fx.dynamicSpikes, Pal.techBlue, 24f), new WaveEffect(){{
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colorFrom = colorTo = Pal.techBlue;
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sizeTo = 40f;
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lifetime = 12f;
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@@ -4147,8 +4148,9 @@ public class UnitTypes{
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mirror = false;
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reload = 1f;
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shootOnDeath = true;
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bullet = new ExplosionBulletType(110f, 25f) {{
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shootEffect = Fx.massiveExplosion;
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shootOnDeathEffect = Fx.massiveExplosion;
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bullet = new ExplosionBulletType(110f, 25f){{
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shootEffect = new WrapEffect(Fx.shootQuellPulse, Pal.suppress);
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collidesAir = false;
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}};
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}});
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@@ -4289,14 +4291,15 @@ public class UnitTypes{
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mirror = false;
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reload = 1f;
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shootOnDeath = true;
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shootOnDeathEffect = Fx.massiveExplosion;
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bullet = new ExplosionBulletType(140f, 25f){{
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collidesAir = false;
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suppressionRange = 140f;
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shootEffect = new ExplosionEffect(){{
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lifetime = 50f;
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waveStroke = 5f;
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waveLife = 8f;
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waveColor = Color.white;
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waveLife = 12f;
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waveColor = Pal.sap.cpy().mul(1.8f);
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sparkColor = smokeColor = Pal.suppress;
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waveRad = 40f;
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smokeSize = 4f;
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@@ -411,6 +411,9 @@ public class BulletType extends Content implements Cloneable{
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if(spawnUnit != null){
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return spawnUnit.estimateDps();
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}
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if(despawnUnit != null){
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return despawnUnit.estimateDps();
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}
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float sum = (damage + splashDamage*0.75f) * (pierce ? pierceCap == -1 ? 2 : Mathf.clamp(pierceCap, 1, 2) : 1f);
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if(fragBullet != null && fragBullet != this){
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@@ -426,6 +429,7 @@ public class BulletType extends Content implements Cloneable{
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protected float calculateRange(){
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if(rangeOverride > 0) return rangeOverride;
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if(spawnUnit != null) return spawnUnit.lifetime * spawnUnit.speed;
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if(despawnUnit != null) return despawnUnit.lifetime * despawnUnit.speed;
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return Math.max(Mathf.zero(drag) ? speed * lifetime : speed * (1f - Mathf.pow(1f - drag, lifetime)) / drag, maxRange);
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}
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@@ -59,6 +59,8 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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transient String lastCommanded;
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transient float shadowAlpha = -1f, healTime;
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transient int lastFogPos;
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/** Only used in suicide units */
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transient boolean hasTarget;
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private transient float resupplyTime = Mathf.random(10f);
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private transient boolean wasPlayer;
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private transient boolean wasHealed;
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@@ -876,6 +878,10 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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for(WeaponMount mount : mounts){
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if(mount.weapon.shootOnDeath && !(mount.weapon.bullet.killShooter && mount.totalShots > 0)){
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if(mount.weapon.shootOnDeathEffect != null && !hasTarget){
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mount.allowShootEffects = false;
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mount.weapon.shootOnDeathEffect.at(x, y, rotation);
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}
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mount.reload = 0f;
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mount.shoot = true;
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mount.weapon.update(self(), mount);
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@@ -32,6 +32,8 @@ public class WeaponMount{
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public float aimX, aimY;
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/** whether to shoot right now */
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public boolean shoot = false;
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/** whether to allow any shooting effects */
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public boolean allowShootEffects = true;
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/** whether to rotate to face the target right now */
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public boolean rotate = false;
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/** extra state for alternating weapons */
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@@ -157,6 +157,8 @@ public class Weapon implements Cloneable{
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public float shootStatusDuration = 60f * 5f;
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/** whether this weapon should fire when its owner dies */
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public boolean shootOnDeath = false;
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/** If not null and shootOnDeath == true, overrides the weapon's shoot effect only when its owner dies. */
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public @Nullable Effect shootOnDeathEffect = null;
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/** extra animated parts */
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public Seq<DrawPart> parts = new Seq<>(DrawPart.class);
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@@ -516,9 +518,11 @@ public class Weapon implements Cloneable{
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initialShootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume);
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}
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ejectEffect.at(mountX, mountY, angle * Mathf.sign(this.x));
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bullet.shootEffect.at(bulletX, bulletY, angle, bullet.hitColor, unit);
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bullet.smokeEffect.at(bulletX, bulletY, angle, bullet.hitColor, unit);
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if(mount.allowShootEffects){
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ejectEffect.at(mountX, mountY, angle * Mathf.sign(this.x));
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bullet.shootEffect.at(bulletX, bulletY, angle, bullet.hitColor, unit);
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bullet.smokeEffect.at(bulletX, bulletY, angle, bullet.hitColor, unit);
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}
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unit.vel.add(Tmp.v1.trns(shootAngle + 180f, bullet.recoil));
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Effect.shake(shake, shake, bulletX, bulletY);
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