Removed AmmoType class completely
This commit is contained in:
@@ -1,254 +0,0 @@
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package io.anuke.mindustry.content;
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import io.anuke.mindustry.content.bullets.*;
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import io.anuke.mindustry.content.fx.BulletFx;
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import io.anuke.mindustry.content.fx.Fx;
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import io.anuke.mindustry.content.fx.ShootFx;
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import io.anuke.mindustry.game.ContentList;
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import io.anuke.mindustry.type.AmmoType;
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import io.anuke.mindustry.type.ContentType;
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public class AmmoTypes implements ContentList{
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public static AmmoType
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bulletCopper, bulletDense, bulletThorium, bulletSilicon, bulletPyratite,
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bulletDenseBig, bulletPyratiteBig, bulletThoriumBig,
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shock, bombExplosive, bombIncendiary, bombOil, shellCarbide, flamerThermite, weaponMissile, weaponMissileSwarm, bulletMech,
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healBlaster, bulletGlaive,
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flakExplosive, flakPlastic, flakSurge,
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missileExplosive, missileIncindiary, missileSurge,
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artilleryDense, artilleryPlastic, artilleryHoming, artilleryIncindiary, artilleryExplosive, unitArtillery,
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basicFlame, lancerLaser, lightning, meltdownLaser, burstLaser,
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fuseShotgun, oil, water, lava, cryofluid, arc;
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@Override
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public void load(){
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//weapon specific
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bulletMech = new AmmoType(StandardBullets.mechSmall){{
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shootEffect = ShootFx.shootSmall;
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smokeEffect = ShootFx.shootSmallSmoke;
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reloadMultiplier = 1f;
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inaccuracy = 5f;
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}};
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bulletGlaive = new AmmoType(Items.pyratite, StandardBullets.glaive, 3){{
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shootEffect = ShootFx.shootSmall;
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smokeEffect = ShootFx.shootSmallSmoke;
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inaccuracy = 3f;
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}};
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healBlaster = new AmmoType(TurretBullets.healBullet){{
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shootEffect = ShootFx.shootHeal;
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smokeEffect = BulletFx.hitLaser;
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reloadMultiplier = 1f;
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inaccuracy = 2f;
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}};
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shock = new AmmoType(TurretBullets.lightning){{
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shootEffect = BulletFx.hitLancer;
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smokeEffect = Fx.none;
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}};
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shellCarbide = new AmmoType(WeaponBullets.shellCarbide){{
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shootEffect = ShootFx.shootBig;
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smokeEffect = ShootFx.shootBigSmoke;
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}};
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bombExplosive = new AmmoType(WeaponBullets.bombExplosive){{
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shootEffect = Fx.none;
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smokeEffect = Fx.none;
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}};
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bombIncendiary = new AmmoType(WeaponBullets.bombIncendiary){{
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shootEffect = Fx.none;
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smokeEffect = Fx.none;
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}};
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bombOil = new AmmoType(WeaponBullets.bombOil){{
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shootEffect = Fx.none;
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smokeEffect = Fx.none;
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}};
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flamerThermite = new AmmoType(TurretBullets.basicFlame){{
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shootEffect = ShootFx.shootSmallFlame;
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}};
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weaponMissile = new AmmoType(MissileBullets.javelin){{
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shootEffect = BulletFx.hitBulletSmall;
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smokeEffect = Fx.none;
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reloadMultiplier = 1.2f;
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}};
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weaponMissileSwarm = new AmmoType(MissileBullets.swarm){{
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shootEffect = BulletFx.hitBulletSmall;
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smokeEffect = ShootFx.shootSmallSmoke;
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reloadMultiplier = 1.2f;
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}};
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//bullets
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bulletCopper = new AmmoType(Items.copper, StandardBullets.copper, 5){{
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shootEffect = ShootFx.shootSmall;
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smokeEffect = ShootFx.shootSmallSmoke;
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reloadMultiplier = 1f;
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inaccuracy = 5f;
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}};
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bulletDense = new AmmoType(Items.densealloy, StandardBullets.dense, 2){{
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shootEffect = ShootFx.shootSmall;
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smokeEffect = ShootFx.shootSmallSmoke;
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reloadMultiplier = 0.6f;
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}};
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bulletThorium = new AmmoType(Items.thorium, StandardBullets.thorium, 2){{
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shootEffect = ShootFx.shootBig;
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smokeEffect = ShootFx.shootBigSmoke;
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}};
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bulletSilicon = new AmmoType(Items.silicon, StandardBullets.homing, 5){{
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shootEffect = ShootFx.shootSmall;
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smokeEffect = ShootFx.shootSmallSmoke;
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reloadMultiplier = 1.4f;
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}};
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bulletPyratite = new AmmoType(Items.pyratite, StandardBullets.tracer, 3){{
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shootEffect = ShootFx.shootSmall;
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smokeEffect = ShootFx.shootSmallSmoke;
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inaccuracy = 3f;
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}};
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bulletDenseBig = new AmmoType(Items.densealloy, StandardBullets.denseBig, 1){{
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shootEffect = ShootFx.shootBig;
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smokeEffect = ShootFx.shootBigSmoke;
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}};
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bulletThoriumBig = new AmmoType(Items.thorium, StandardBullets.thoriumBig, 1){{
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shootEffect = ShootFx.shootBig;
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smokeEffect = ShootFx.shootBigSmoke;
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}};
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bulletPyratiteBig = new AmmoType(Items.pyratite, StandardBullets.tracerBig, 2){{
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shootEffect = ShootFx.shootBig;
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smokeEffect = ShootFx.shootBigSmoke;
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inaccuracy = 3f;
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}};
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//flak
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flakExplosive = new AmmoType(Items.blastCompound, FlakBullets.explosive, 5){{
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shootEffect = ShootFx.shootBig;
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smokeEffect = ShootFx.shootBigSmoke;
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}};
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flakPlastic = new AmmoType(Items.plastanium, FlakBullets.plastic, 5){{
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shootEffect = ShootFx.shootBig;
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smokeEffect = ShootFx.shootBigSmoke;
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}};
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flakSurge = new AmmoType(Items.surgealloy, FlakBullets.surge, 5){{
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shootEffect = ShootFx.shootBig;
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smokeEffect = ShootFx.shootBigSmoke;
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reloadMultiplier = 1/2f;
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}};
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//missiles
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missileExplosive = new AmmoType(Items.blastCompound, MissileBullets.explosive, 1){{
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shootEffect = ShootFx.shootBig2;
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smokeEffect = ShootFx.shootBigSmoke2;
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reloadMultiplier = 1.2f;
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}};
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missileIncindiary = new AmmoType(Items.pyratite, MissileBullets.incindiary, 1){{
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shootEffect = ShootFx.shootBig2;
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smokeEffect = ShootFx.shootBigSmoke2;
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reloadMultiplier = 1.0f;
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}};
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missileSurge = new AmmoType(Items.surgealloy, MissileBullets.surge, 1){{
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shootEffect = ShootFx.shootBig2;
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smokeEffect = ShootFx.shootBigSmoke2;
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reloadMultiplier = 1.1f;
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}};
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//artillery
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artilleryDense = new AmmoType(Items.densealloy, ArtilleryBullets.dense, 2){{
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shootEffect = ShootFx.shootBig2;
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smokeEffect = ShootFx.shootBigSmoke2;
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}};
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artilleryPlastic = new AmmoType(Items.plastanium, ArtilleryBullets.plastic, 2){{
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shootEffect = ShootFx.shootBig2;
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smokeEffect = ShootFx.shootBigSmoke2;
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reloadMultiplier = 1.4f;
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}};
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artilleryHoming = new AmmoType(Items.silicon, ArtilleryBullets.homing, 1){{
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shootEffect = ShootFx.shootBig2;
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smokeEffect = ShootFx.shootBigSmoke2;
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reloadMultiplier = 0.9f;
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}};
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artilleryIncindiary = new AmmoType(Items.pyratite, ArtilleryBullets.incindiary, 2){{
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shootEffect = ShootFx.shootBig2;
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smokeEffect = ShootFx.shootBigSmoke2;
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reloadMultiplier = 1.2f;
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}};
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artilleryExplosive = new AmmoType(Items.blastCompound, ArtilleryBullets.explosive, 1){{
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shootEffect = ShootFx.shootBig2;
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smokeEffect = ShootFx.shootBigSmoke2;
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reloadMultiplier = 1.6f;
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}};
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unitArtillery = new AmmoType(Items.blastCompound, ArtilleryBullets.unit, 1){{
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shootEffect = ShootFx.shootBig2;
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smokeEffect = ShootFx.shootBigSmoke2;
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reloadMultiplier = 1.6f;
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}};
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//flame
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basicFlame = new AmmoType(Liquids.oil, TurretBullets.basicFlame, 0.3f){{
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shootEffect = ShootFx.shootSmallFlame;
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}};
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//power
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lancerLaser = new AmmoType(TurretBullets.lancerLaser);
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burstLaser = new AmmoType(TurretBullets.burstLaser){{
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range = 60f;
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}};
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lightning = new AmmoType(TurretBullets.lightning);
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arc = new AmmoType(TurretBullets.arc);
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meltdownLaser = new AmmoType(TurretBullets.meltdownLaser);
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fuseShotgun = new AmmoType(Items.densealloy, TurretBullets.fuseShot, 1f){{
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shootEffect = Fx.none;
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smokeEffect = ShootFx.shootBigSmoke2;
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}};
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//liquid
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oil = new AmmoType(Liquids.oil, TurretBullets.oilShot, 0.3f);
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water = new AmmoType(Liquids.water, TurretBullets.waterShot, 0.3f);
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lava = new AmmoType(Liquids.lava, TurretBullets.lavaShot, 0.3f);
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cryofluid = new AmmoType(Liquids.cryofluid, TurretBullets.cryoShot, 0.3f);
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}
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@Override
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public ContentType type(){
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return ContentType.ammo;
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}
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}
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@@ -0,0 +1,17 @@
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package io.anuke.mindustry.content;
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import io.anuke.mindustry.game.ContentList;
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import io.anuke.mindustry.type.ContentType;
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public class Bullets implements ContentList{
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@Override
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public void load(){
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}
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@Override
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public ContentType type(){
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return ContentType.bullet;
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}
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}
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@@ -1,5 +1,6 @@
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package io.anuke.mindustry.content;
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import io.anuke.mindustry.content.bullets.*;
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import io.anuke.mindustry.content.fx.Fx;
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import io.anuke.mindustry.content.fx.ShootFx;
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import io.anuke.mindustry.game.ContentList;
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@@ -8,7 +9,7 @@ import io.anuke.mindustry.type.Weapon;
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public class Weapons implements ContentList{
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public static Weapon blaster, blasterSmall, glaiveBlaster, droneBlaster, healBlaster, healBlasterDrone, chainBlaster, shockgun,
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sapper, swarmer, bomber, bomberTrident, flakgun, flamethrower, missiles, artillery, laserBurster, healBlasterDrone2;
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swarmer, bomber, bomberTrident, flakgun, flamethrower, missiles, artillery, laserBurster, healBlasterDrone2;
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@Override
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public void load(){
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@@ -18,7 +19,7 @@ public class Weapons implements ContentList{
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reload = 14f;
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roundrobin = true;
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ejectEffect = ShootFx.shellEjectSmall;
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ammo = AmmoTypes.bulletMech;
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ammo = StandardBullets.mechSmall;
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}};
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blasterSmall = new Weapon("blaster"){{
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@@ -26,7 +27,7 @@ public class Weapons implements ContentList{
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reload = 15f;
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roundrobin = true;
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ejectEffect = ShootFx.shellEjectSmall;
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ammo = AmmoTypes.bulletCopper;
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ammo = StandardBullets.copper;
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}};
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glaiveBlaster = new Weapon("bomber"){{
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@@ -34,7 +35,7 @@ public class Weapons implements ContentList{
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reload = 10f;
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roundrobin = true;
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ejectEffect = ShootFx.shellEjectSmall;
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ammo = AmmoTypes.bulletGlaive;
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ammo = StandardBullets.glaive;
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}};
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droneBlaster = new Weapon("blaster"){{
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@@ -43,7 +44,7 @@ public class Weapons implements ContentList{
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width = 1f;
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roundrobin = true;
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ejectEffect = ShootFx.shellEjectSmall;
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ammo = AmmoTypes.bulletCopper;
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ammo = StandardBullets.copper;
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}};
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healBlaster = new Weapon("heal-blaster"){{
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@@ -52,7 +53,7 @@ public class Weapons implements ContentList{
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roundrobin = false;
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ejectEffect = Fx.none;
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recoil = 2f;
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ammo = AmmoTypes.healBlaster;
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ammo = TurretBullets.healBullet;
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}};
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missiles = new Weapon("missiles"){{
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@@ -64,7 +65,7 @@ public class Weapons implements ContentList{
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ejectEffect = Fx.none;
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velocityRnd = 0.2f;
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spacing = 1f;
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ammo = AmmoTypes.weaponMissile;
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ammo = MissileBullets.javelin;
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}};
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swarmer = new Weapon("swarmer"){{
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@@ -77,7 +78,7 @@ public class Weapons implements ContentList{
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roundrobin = true;
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ejectEffect = Fx.none;
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shake = 3f;
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ammo = AmmoTypes.weaponMissileSwarm;
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ammo = MissileBullets.swarm;
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}};
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chainBlaster = new Weapon("chain-blaster"){{
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@@ -85,7 +86,7 @@ public class Weapons implements ContentList{
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reload = 28f;
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roundrobin = true;
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ejectEffect = ShootFx.shellEjectSmall;
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ammo = AmmoTypes.bulletCopper;
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ammo = StandardBullets.copper;
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}};
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shockgun = new Weapon("shockgun"){{
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@@ -96,7 +97,7 @@ public class Weapons implements ContentList{
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inaccuracy = 0f;
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velocityRnd = 0.2f;
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ejectEffect = Fx.none;
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ammo = AmmoTypes.shock;
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ammo = TurretBullets.lightning;
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}};
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flakgun = new Weapon("flakgun"){{
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@@ -108,7 +109,7 @@ public class Weapons implements ContentList{
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recoil = 3f;
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velocityRnd = 0.1f;
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ejectEffect = ShootFx.shellEjectMedium;
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ammo = AmmoTypes.shellCarbide;
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ammo = ArtilleryBullets.dense;
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}};
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flamethrower = new Weapon("flamethrower"){{
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@@ -117,7 +118,7 @@ public class Weapons implements ContentList{
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roundrobin = true;
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recoil = 1f;
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ejectEffect = Fx.none;
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ammo = AmmoTypes.flamerThermite;
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ammo = TurretBullets.basicFlame;
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}};
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artillery = new Weapon("artillery"){{
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@@ -127,15 +128,7 @@ public class Weapons implements ContentList{
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recoil = 5f;
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shake = 2f;
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ejectEffect = ShootFx.shellEjectMedium;
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ammo = AmmoTypes.unitArtillery;
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}};
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sapper = new Weapon("sapper"){{
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length = 1.5f;
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reload = 12f;
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roundrobin = true;
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ejectEffect = ShootFx.shellEjectSmall;
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ammo = AmmoTypes.bulletDense;
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ammo = ArtilleryBullets.unit;
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}};
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bomber = new Weapon("bomber"){{
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@@ -146,7 +139,7 @@ public class Weapons implements ContentList{
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ejectEffect = Fx.none;
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velocityRnd = 1f;
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inaccuracy = 40f;
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ammo = AmmoTypes.bombExplosive;
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ammo = WeaponBullets.bombExplosive;
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}};
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bomberTrident = new Weapon("bomber"){{
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@@ -158,7 +151,7 @@ public class Weapons implements ContentList{
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ejectEffect = Fx.none;
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velocityRnd = 1f;
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inaccuracy = 40f;
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ammo = AmmoTypes.bombExplosive;
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ammo = WeaponBullets.bombExplosive;
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}};
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laserBurster = new Weapon("bomber"){{
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@@ -167,7 +160,7 @@ public class Weapons implements ContentList{
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width = 0f;
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roundrobin = true;
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ejectEffect = Fx.none;
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ammo = AmmoTypes.lancerLaser;
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ammo = TurretBullets.lancerLaser;
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}};
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healBlasterDrone = new Weapon("heal-blaster"){{
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@@ -177,7 +170,7 @@ public class Weapons implements ContentList{
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roundrobin = true;
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ejectEffect = Fx.none;
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recoil = 2f;
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ammo = AmmoTypes.healBlaster;
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ammo = TurretBullets.healBullet;
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}};
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healBlasterDrone2 = new Weapon("heal-blaster"){{
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@@ -187,7 +180,7 @@ public class Weapons implements ContentList{
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roundrobin = true;
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ejectEffect = Fx.none;
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recoil = 2f;
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ammo = AmmoTypes.healBlaster;
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ammo = TurretBullets.healBullet;
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}};
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}
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|
||||
@@ -1,17 +1,14 @@
|
||||
package io.anuke.mindustry.content.blocks;
|
||||
|
||||
import io.anuke.arc.Core;
|
||||
import io.anuke.arc.graphics.Color;
|
||||
import io.anuke.arc.graphics.g2d.TextureRegion;
|
||||
import io.anuke.mindustry.content.AmmoTypes;
|
||||
import io.anuke.arc.graphics.g2d.Draw;
|
||||
import io.anuke.mindustry.content.Items;
|
||||
import io.anuke.mindustry.content.Liquids;
|
||||
import io.anuke.mindustry.content.bullets.*;
|
||||
import io.anuke.mindustry.content.fx.ShootFx;
|
||||
import io.anuke.mindustry.type.AmmoType;
|
||||
import io.anuke.mindustry.game.ContentList;
|
||||
import io.anuke.mindustry.world.Block;
|
||||
import io.anuke.mindustry.world.blocks.defense.turrets.*;
|
||||
import io.anuke.arc.graphics.g2d.Draw;
|
||||
import io.anuke.arc.math.Angles;
|
||||
import io.anuke.arc.math.Mathf;
|
||||
|
||||
public class TurretBlocks extends BlockList implements ContentList{
|
||||
public static Block duo, /*scatter,*/
|
||||
@@ -20,7 +17,12 @@ public class TurretBlocks extends BlockList implements ContentList{
|
||||
@Override
|
||||
public void load(){
|
||||
duo = new DoubleTurret("duo"){{
|
||||
ammoTypes = new AmmoType[]{AmmoTypes.bulletCopper, AmmoTypes.bulletDense, AmmoTypes.bulletPyratite, AmmoTypes.bulletSilicon};
|
||||
ammo(
|
||||
Items.copper, StandardBullets.copper,
|
||||
Items.densealloy, StandardBullets.dense,
|
||||
Items.pyratite, StandardBullets.tracer,
|
||||
Items.silicon, StandardBullets.homing
|
||||
);
|
||||
reload = 25f;
|
||||
restitution = 0.03f;
|
||||
range = 90f;
|
||||
@@ -32,7 +34,11 @@ public class TurretBlocks extends BlockList implements ContentList{
|
||||
}};
|
||||
|
||||
hail = new ArtilleryTurret("hail"){{
|
||||
ammoTypes = new AmmoType[]{AmmoTypes.artilleryDense, AmmoTypes.artilleryHoming, AmmoTypes.artilleryIncindiary};
|
||||
ammo(
|
||||
Items.densealloy, ArtilleryBullets.dense,
|
||||
Items.silicon, ArtilleryBullets.homing,
|
||||
Items.pyratite, ArtilleryBullets.incendiary
|
||||
);
|
||||
reload = 60f;
|
||||
recoil = 2f;
|
||||
range = 230f;
|
||||
@@ -41,29 +47,22 @@ public class TurretBlocks extends BlockList implements ContentList{
|
||||
health = 120;
|
||||
}};
|
||||
|
||||
scorch = new LiquidTurret("scorch"){
|
||||
protected TextureRegion shootRegion;
|
||||
|
||||
@Override
|
||||
public void load(){
|
||||
super.load();
|
||||
shootRegion = Core.atlas.find(name + "-shoot");
|
||||
}
|
||||
|
||||
{
|
||||
ammoTypes = new AmmoType[]{AmmoTypes.basicFlame};
|
||||
recoil = 0f;
|
||||
reload = 4f;
|
||||
shootCone = 50f;
|
||||
ammoUseEffect = ShootFx.shellEjectSmall;
|
||||
health = 160;
|
||||
|
||||
drawer = (tile, entity) -> Draw.rect(entity.target != null ? shootRegion : region, tile.drawx() + tr2.x, tile.drawy() + tr2.y, entity.rotation - 90);
|
||||
}
|
||||
};
|
||||
scorch = new LiquidTurret("scorch"){{
|
||||
ammo(Liquids.oil, TurretBullets.basicFlame);
|
||||
recoil = 0f;
|
||||
reload = 4f;
|
||||
shootCone = 50f;
|
||||
ammoUseEffect = ShootFx.shellEjectSmall;
|
||||
health = 160;
|
||||
}};
|
||||
|
||||
wave = new LiquidTurret("wave"){{
|
||||
ammoTypes = new AmmoType[]{AmmoTypes.water, AmmoTypes.lava, AmmoTypes.cryofluid, AmmoTypes.oil};
|
||||
ammo(
|
||||
Liquids.water, TurretBullets.waterShot,
|
||||
Liquids.lava, TurretBullets.lavaShot,
|
||||
Liquids.cryofluid, TurretBullets.cryoShot,
|
||||
Liquids.oil, TurretBullets.oilShot
|
||||
);
|
||||
size = 2;
|
||||
recoil = 0f;
|
||||
reload = 4f;
|
||||
@@ -88,7 +87,7 @@ public class TurretBlocks extends BlockList implements ContentList{
|
||||
chargeTime = 60f;
|
||||
chargeMaxDelay = 30f;
|
||||
chargeEffects = 7;
|
||||
shootType = AmmoTypes.lancerLaser;
|
||||
shootType = TurretBullets.lancerLaser;
|
||||
recoil = 2f;
|
||||
reload = 100f;
|
||||
cooldown = 0.03f;
|
||||
@@ -106,7 +105,7 @@ public class TurretBlocks extends BlockList implements ContentList{
|
||||
}};
|
||||
|
||||
arc = new PowerTurret("arc"){{
|
||||
shootType = AmmoTypes.arc;
|
||||
shootType = TurretBullets.arc;
|
||||
reload = 85f;
|
||||
shootShake = 1f;
|
||||
shootCone = 40f;
|
||||
@@ -121,7 +120,11 @@ public class TurretBlocks extends BlockList implements ContentList{
|
||||
}};
|
||||
|
||||
swarmer = new BurstTurret("swarmer"){{
|
||||
ammoTypes = new AmmoType[]{AmmoTypes.missileExplosive, AmmoTypes.missileIncindiary, AmmoTypes.missileSurge};
|
||||
ammo(
|
||||
Items.blastCompound, MissileBullets.explosive,
|
||||
Items.pyratite, MissileBullets.incindiary,
|
||||
Items.surgealloy, MissileBullets.surge
|
||||
);
|
||||
reload = 50f;
|
||||
shots = 4;
|
||||
burstSpacing = 5;
|
||||
@@ -132,54 +135,37 @@ public class TurretBlocks extends BlockList implements ContentList{
|
||||
health = 380;
|
||||
}};
|
||||
|
||||
salvo = new BurstTurret("salvo"){
|
||||
TextureRegion[] panels = new TextureRegion[2];
|
||||
salvo = new BurstTurret("salvo"){{
|
||||
ammo(
|
||||
Items.copper, StandardBullets.copper,
|
||||
Items.densealloy, StandardBullets.dense,
|
||||
Items.pyratite, StandardBullets.tracer,
|
||||
Items.silicon, StandardBullets.homing,
|
||||
Items.thorium, StandardBullets.thorium
|
||||
);
|
||||
|
||||
@Override
|
||||
public void load() {
|
||||
super.load();
|
||||
panels[0] = Core.atlas.find(name + "-panel-left");
|
||||
panels[1] = Core.atlas.find(name + "-panel-right");
|
||||
}
|
||||
|
||||
{
|
||||
size = 2;
|
||||
range = 120f;
|
||||
ammoTypes = new AmmoType[]{AmmoTypes.bulletCopper, AmmoTypes.bulletDense, AmmoTypes.bulletPyratite, AmmoTypes.bulletThorium, AmmoTypes.bulletSilicon};
|
||||
reload = 35f;
|
||||
restitution = 0.03f;
|
||||
ammoEjectBack = 3f;
|
||||
cooldown = 0.03f;
|
||||
recoil = 3f;
|
||||
shootShake = 2f;
|
||||
burstSpacing = 4;
|
||||
shots = 3;
|
||||
ammoUseEffect = ShootFx.shellEjectBig;
|
||||
|
||||
drawer = (tile, entity) -> {
|
||||
Draw.rect(region, tile.drawx() + tr2.x, tile.drawy() + tr2.y, entity.rotation - 90);
|
||||
float offsetx = (int) (abscurve(Mathf.curve(entity.reload / reload, 0.3f, 0.2f)) * 3f);
|
||||
float offsety = -(int) (abscurve(Mathf.curve(entity.reload / reload, 0.3f, 0.2f)) * 2f);
|
||||
|
||||
for(int i : Mathf.signs){
|
||||
float rot = entity.rotation + 90 * i;
|
||||
Draw.rect(panels[i == -1 ? 0 : 1],
|
||||
tile.drawx() + tr2.x + Angles.trnsx(rot, offsetx, offsety),
|
||||
tile.drawy() + tr2.y + Angles.trnsy(rot, -offsetx, offsety), entity.rotation - 90);
|
||||
}
|
||||
};
|
||||
|
||||
health = 360;
|
||||
}
|
||||
|
||||
/** Converts a value range from 0-1 to a value range 0-1-0. */
|
||||
float abscurve(float f){
|
||||
return 1f - Math.abs(f - 0.5f) * 2f;
|
||||
}
|
||||
};
|
||||
size = 2;
|
||||
range = 120f;
|
||||
reload = 35f;
|
||||
restitution = 0.03f;
|
||||
ammoEjectBack = 3f;
|
||||
cooldown = 0.03f;
|
||||
recoil = 3f;
|
||||
shootShake = 2f;
|
||||
burstSpacing = 4;
|
||||
shots = 3;
|
||||
ammoUseEffect = ShootFx.shellEjectBig;
|
||||
health = 360;
|
||||
}};
|
||||
|
||||
ripple = new ArtilleryTurret("ripple"){{
|
||||
ammoTypes = new AmmoType[]{AmmoTypes.artilleryDense, AmmoTypes.artilleryHoming, AmmoTypes.artilleryIncindiary, AmmoTypes.artilleryExplosive, AmmoTypes.artilleryPlastic};
|
||||
ammo(
|
||||
Items.densealloy, ArtilleryBullets.dense,
|
||||
Items.silicon, ArtilleryBullets.homing,
|
||||
Items.pyratite, ArtilleryBullets.incendiary,
|
||||
Items.blastCompound, ArtilleryBullets.explosive,
|
||||
Items.plastanium, ArtilleryBullets.plastic
|
||||
);
|
||||
size = 3;
|
||||
shots = 4;
|
||||
inaccuracy = 12f;
|
||||
@@ -197,7 +183,11 @@ public class TurretBlocks extends BlockList implements ContentList{
|
||||
}};
|
||||
|
||||
cyclone = new ItemTurret("cyclone"){{
|
||||
ammoTypes = new AmmoType[]{AmmoTypes.flakExplosive, AmmoTypes.flakPlastic, AmmoTypes.flakSurge};
|
||||
ammo(
|
||||
Items.blastCompound, FlakBullets.explosive,
|
||||
Items.plastanium, FlakBullets.plastic,
|
||||
Items.surgealloy, FlakBullets.surge
|
||||
);
|
||||
xRand = 4f;
|
||||
reload = 8f;
|
||||
range = 145f;
|
||||
@@ -211,7 +201,7 @@ public class TurretBlocks extends BlockList implements ContentList{
|
||||
}};
|
||||
|
||||
fuse = new ItemTurret("fuse"){{
|
||||
ammoTypes = new AmmoType[]{AmmoTypes.fuseShotgun};
|
||||
ammo(Items.densealloy, TurretBullets.fuseShot);
|
||||
reload = 50f;
|
||||
shootShake = 4f;
|
||||
range = 80f;
|
||||
@@ -223,7 +213,11 @@ public class TurretBlocks extends BlockList implements ContentList{
|
||||
}};
|
||||
|
||||
spectre = new DoubleTurret("spectre"){{
|
||||
ammoTypes = new AmmoType[]{AmmoTypes.bulletDenseBig, AmmoTypes.bulletPyratiteBig, AmmoTypes.bulletThoriumBig};
|
||||
ammo(
|
||||
Items.densealloy, StandardBullets.denseBig,
|
||||
Items.pyratite, StandardBullets.tracerBig,
|
||||
Items.thorium, StandardBullets.thoriumBig
|
||||
);
|
||||
reload = 6f;
|
||||
coolantMultiplier = 0.5f;
|
||||
maxCoolantUsed = 1.5f;
|
||||
@@ -243,7 +237,7 @@ public class TurretBlocks extends BlockList implements ContentList{
|
||||
}};
|
||||
|
||||
meltdown = new LaserTurret("meltdown"){{
|
||||
shootType = AmmoTypes.meltdownLaser;
|
||||
shootType = TurretBullets.meltdownLaser;
|
||||
shootEffect = ShootFx.shootBigSmoke2;
|
||||
shootCone = 40f;
|
||||
recoil = 4f;
|
||||
|
||||
@@ -9,115 +9,99 @@ import io.anuke.mindustry.graphics.Palette;
|
||||
import io.anuke.mindustry.game.ContentList;
|
||||
|
||||
public class ArtilleryBullets extends BulletList implements ContentList{
|
||||
public static BulletType dense, plastic, plasticFrag, homing, incindiary, explosive, surge, unit;
|
||||
public static BulletType dense, plastic, plasticFrag, homing, incendiary, explosive, surge, unit;
|
||||
|
||||
@Override
|
||||
public void load(){
|
||||
|
||||
dense = new ArtilleryBulletType(3f, 0, "shell"){
|
||||
{
|
||||
hitEffect = BulletFx.flakExplosion;
|
||||
knockback = 0.8f;
|
||||
lifetime = 50f;
|
||||
bulletWidth = bulletHeight = 11f;
|
||||
collidesTiles = false;
|
||||
splashDamageRadius = 25f;
|
||||
splashDamage = 33f;
|
||||
}
|
||||
};
|
||||
dense = new ArtilleryBulletType(3f, 0, "shell"){{
|
||||
hitEffect = BulletFx.flakExplosion;
|
||||
knockback = 0.8f;
|
||||
lifetime = 50f;
|
||||
bulletWidth = bulletHeight = 11f;
|
||||
collidesTiles = false;
|
||||
splashDamageRadius = 25f;
|
||||
splashDamage = 33f;
|
||||
}};
|
||||
|
||||
plasticFrag = new BasicBulletType(2.5f, 6, "bullet"){
|
||||
{
|
||||
bulletWidth = 10f;
|
||||
bulletHeight = 12f;
|
||||
bulletShrink = 1f;
|
||||
lifetime = 15f;
|
||||
backColor = Palette.plastaniumBack;
|
||||
frontColor = Palette.plastaniumFront;
|
||||
despawnEffect = Fx.none;
|
||||
}
|
||||
};
|
||||
plasticFrag = new BasicBulletType(2.5f, 6, "bullet"){{
|
||||
bulletWidth = 10f;
|
||||
bulletHeight = 12f;
|
||||
bulletShrink = 1f;
|
||||
lifetime = 15f;
|
||||
backColor = Palette.plastaniumBack;
|
||||
frontColor = Palette.plastaniumFront;
|
||||
despawnEffect = Fx.none;
|
||||
}};
|
||||
|
||||
plastic = new ArtilleryBulletType(3.3f, 0, "shell"){
|
||||
{
|
||||
hitEffect = BulletFx.plasticExplosion;
|
||||
knockback = 1f;
|
||||
lifetime = 55f;
|
||||
bulletWidth = bulletHeight = 13f;
|
||||
collidesTiles = false;
|
||||
splashDamageRadius = 35f;
|
||||
splashDamage = 35f;
|
||||
fragBullet = plasticFrag;
|
||||
fragBullets = 9;
|
||||
backColor = Palette.plastaniumBack;
|
||||
frontColor = Palette.plastaniumFront;
|
||||
}
|
||||
};
|
||||
plastic = new ArtilleryBulletType(3.3f, 0, "shell"){{
|
||||
hitEffect = BulletFx.plasticExplosion;
|
||||
knockback = 1f;
|
||||
lifetime = 55f;
|
||||
bulletWidth = bulletHeight = 13f;
|
||||
collidesTiles = false;
|
||||
splashDamageRadius = 35f;
|
||||
splashDamage = 35f;
|
||||
fragBullet = plasticFrag;
|
||||
fragBullets = 9;
|
||||
backColor = Palette.plastaniumBack;
|
||||
frontColor = Palette.plastaniumFront;
|
||||
}};
|
||||
|
||||
homing = new ArtilleryBulletType(3f, 0, "shell"){
|
||||
{
|
||||
hitEffect = BulletFx.flakExplosion;
|
||||
knockback = 0.8f;
|
||||
lifetime = 45f;
|
||||
bulletWidth = bulletHeight = 11f;
|
||||
collidesTiles = false;
|
||||
splashDamageRadius = 25f;
|
||||
splashDamage = 33f;
|
||||
homingPower = 2f;
|
||||
homingRange = 50f;
|
||||
}
|
||||
};
|
||||
homing = new ArtilleryBulletType(3f, 0, "shell"){{
|
||||
hitEffect = BulletFx.flakExplosion;
|
||||
knockback = 0.8f;
|
||||
lifetime = 45f;
|
||||
bulletWidth = bulletHeight = 11f;
|
||||
collidesTiles = false;
|
||||
splashDamageRadius = 25f;
|
||||
splashDamage = 33f;
|
||||
homingPower = 2f;
|
||||
homingRange = 50f;
|
||||
}};
|
||||
|
||||
incindiary = new ArtilleryBulletType(3f, 0, "shell"){
|
||||
{
|
||||
hitEffect = BulletFx.blastExplosion;
|
||||
knockback = 0.8f;
|
||||
lifetime = 60f;
|
||||
bulletWidth = bulletHeight = 13f;
|
||||
collidesTiles = false;
|
||||
splashDamageRadius = 25f;
|
||||
splashDamage = 30f;
|
||||
incendAmount = 4;
|
||||
incendSpread = 11f;
|
||||
frontColor = Palette.lightishOrange;
|
||||
backColor = Palette.lightOrange;
|
||||
trailEffect = BulletFx.incendTrail;
|
||||
}
|
||||
};
|
||||
incendiary = new ArtilleryBulletType(3f, 0, "shell"){{
|
||||
hitEffect = BulletFx.blastExplosion;
|
||||
knockback = 0.8f;
|
||||
lifetime = 60f;
|
||||
bulletWidth = bulletHeight = 13f;
|
||||
collidesTiles = false;
|
||||
splashDamageRadius = 25f;
|
||||
splashDamage = 30f;
|
||||
incendAmount = 4;
|
||||
incendSpread = 11f;
|
||||
frontColor = Palette.lightishOrange;
|
||||
backColor = Palette.lightOrange;
|
||||
trailEffect = BulletFx.incendTrail;
|
||||
}};
|
||||
|
||||
explosive = new ArtilleryBulletType(2f, 0, "shell"){
|
||||
{
|
||||
hitEffect = BulletFx.blastExplosion;
|
||||
knockback = 0.8f;
|
||||
lifetime = 70f;
|
||||
bulletWidth = bulletHeight = 14f;
|
||||
collidesTiles = false;
|
||||
splashDamageRadius = 45f;
|
||||
splashDamage = 50f;
|
||||
backColor = Palette.missileYellowBack;
|
||||
frontColor = Palette.missileYellow;
|
||||
}
|
||||
};
|
||||
explosive = new ArtilleryBulletType(2f, 0, "shell"){{
|
||||
hitEffect = BulletFx.blastExplosion;
|
||||
knockback = 0.8f;
|
||||
lifetime = 70f;
|
||||
bulletWidth = bulletHeight = 14f;
|
||||
collidesTiles = false;
|
||||
splashDamageRadius = 45f;
|
||||
splashDamage = 50f;
|
||||
backColor = Palette.missileYellowBack;
|
||||
frontColor = Palette.missileYellow;
|
||||
}};
|
||||
|
||||
unit = new ArtilleryBulletType(2f, 0, "shell"){
|
||||
{
|
||||
hitEffect = BulletFx.blastExplosion;
|
||||
knockback = 0.8f;
|
||||
lifetime = 90f;
|
||||
bulletWidth = bulletHeight = 14f;
|
||||
collides = true;
|
||||
collidesTiles = true;
|
||||
splashDamageRadius = 45f;
|
||||
splashDamage = 50f;
|
||||
backColor = Palette.bulletYellowBack;
|
||||
frontColor = Palette.bulletYellow;
|
||||
}
|
||||
};
|
||||
unit = new ArtilleryBulletType(2f, 0, "shell"){{
|
||||
hitEffect = BulletFx.blastExplosion;
|
||||
knockback = 0.8f;
|
||||
lifetime = 90f;
|
||||
bulletWidth = bulletHeight = 14f;
|
||||
collides = true;
|
||||
collidesTiles = true;
|
||||
splashDamageRadius = 45f;
|
||||
splashDamage = 50f;
|
||||
backColor = Palette.bulletYellowBack;
|
||||
frontColor = Palette.bulletYellow;
|
||||
}};
|
||||
|
||||
surge = new ArtilleryBulletType(3f, 0, "shell"){
|
||||
{
|
||||
//TODO
|
||||
}
|
||||
};
|
||||
surge = new ArtilleryBulletType(3f, 0, "shell"){{
|
||||
//TODO
|
||||
}};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,10 +2,11 @@ package io.anuke.mindustry.content.bullets;
|
||||
|
||||
import io.anuke.arc.graphics.Color;
|
||||
import io.anuke.mindustry.content.fx.BulletFx;
|
||||
import io.anuke.mindustry.content.fx.ShootFx;
|
||||
import io.anuke.mindustry.entities.bullet.BasicBulletType;
|
||||
import io.anuke.mindustry.entities.bullet.BulletType;
|
||||
import io.anuke.mindustry.graphics.Palette;
|
||||
import io.anuke.mindustry.game.ContentList;
|
||||
import io.anuke.mindustry.graphics.Palette;
|
||||
|
||||
public class StandardBullets extends BulletList implements ContentList{
|
||||
public static BulletType copper, dense, thorium, homing, tracer, mechSmall, glaive, denseBig, thoriumBig, tracerBig;
|
||||
@@ -13,96 +14,88 @@ public class StandardBullets extends BulletList implements ContentList{
|
||||
@Override
|
||||
public void load(){
|
||||
|
||||
copper = new BasicBulletType(2.5f, 7, "bullet"){
|
||||
{
|
||||
bulletWidth = 7f;
|
||||
bulletHeight = 9f;
|
||||
}
|
||||
};
|
||||
copper = new BasicBulletType(2.5f, 7, "bullet"){{
|
||||
bulletWidth = 7f;
|
||||
bulletHeight = 9f;
|
||||
shootEffect = ShootFx.shootSmall;
|
||||
smokeEffect = ShootFx.shootSmallSmoke;
|
||||
ammoMultiplier = 5;
|
||||
}};
|
||||
|
||||
dense = new BasicBulletType(3.5f, 18, "bullet"){
|
||||
{
|
||||
bulletWidth = 9f;
|
||||
bulletHeight = 12f;
|
||||
armorPierce = 0.2f;
|
||||
}
|
||||
};
|
||||
dense = new BasicBulletType(3.5f, 18, "bullet"){{
|
||||
bulletWidth = 9f;
|
||||
bulletHeight = 12f;
|
||||
armorPierce = 0.2f;
|
||||
reloadMultiplier = 0.6f;
|
||||
ammoMultiplier = 2;
|
||||
}};
|
||||
|
||||
thorium = new BasicBulletType(4f, 29, "bullet"){
|
||||
{
|
||||
bulletWidth = 10f;
|
||||
bulletHeight = 13f;
|
||||
armorPierce = 0.5f;
|
||||
}
|
||||
};
|
||||
thorium = new BasicBulletType(4f, 29, "bullet"){{
|
||||
bulletWidth = 10f;
|
||||
bulletHeight = 13f;
|
||||
armorPierce = 0.5f;
|
||||
shootEffect = ShootFx.shootBig;
|
||||
smokeEffect = ShootFx.shootBigSmoke;
|
||||
ammoMultiplier = 2;
|
||||
}};
|
||||
|
||||
homing = new BasicBulletType(3f, 9, "bullet"){
|
||||
{
|
||||
bulletWidth = 7f;
|
||||
bulletHeight = 9f;
|
||||
homingPower = 5f;
|
||||
}
|
||||
};
|
||||
homing = new BasicBulletType(3f, 9, "bullet"){{
|
||||
bulletWidth = 7f;
|
||||
bulletHeight = 9f;
|
||||
homingPower = 5f;
|
||||
reloadMultiplier = 1.4f;
|
||||
ammoMultiplier = 5;
|
||||
}};
|
||||
|
||||
tracer = new BasicBulletType(3.2f, 11, "bullet"){
|
||||
{
|
||||
bulletWidth = 10f;
|
||||
bulletHeight = 12f;
|
||||
frontColor = Palette.lightishOrange;
|
||||
backColor = Palette.lightOrange;
|
||||
incendSpread = 3f;
|
||||
incendAmount = 1;
|
||||
incendChance = 0.3f;
|
||||
}
|
||||
};
|
||||
tracer = new BasicBulletType(3.2f, 11, "bullet"){{
|
||||
bulletWidth = 10f;
|
||||
bulletHeight = 12f;
|
||||
frontColor = Palette.lightishOrange;
|
||||
backColor = Palette.lightOrange;
|
||||
incendSpread = 3f;
|
||||
incendAmount = 1;
|
||||
incendChance = 0.3f;
|
||||
inaccuracy = 3f;
|
||||
}};
|
||||
|
||||
glaive = new BasicBulletType(4f, 7.5f, "bullet"){
|
||||
{
|
||||
bulletWidth = 10f;
|
||||
bulletHeight = 12f;
|
||||
frontColor = Color.valueOf("feb380");
|
||||
backColor = Color.valueOf("ea8878");
|
||||
incendSpread = 3f;
|
||||
incendAmount = 1;
|
||||
incendChance = 0.3f;
|
||||
}
|
||||
};
|
||||
glaive = new BasicBulletType(4f, 7.5f, "bullet"){{
|
||||
bulletWidth = 10f;
|
||||
bulletHeight = 12f;
|
||||
frontColor = Color.valueOf("feb380");
|
||||
backColor = Color.valueOf("ea8878");
|
||||
incendSpread = 3f;
|
||||
incendAmount = 1;
|
||||
incendChance = 0.3f;
|
||||
}};
|
||||
|
||||
mechSmall = new BasicBulletType(4f, 9, "bullet"){
|
||||
{
|
||||
bulletWidth = 11f;
|
||||
bulletHeight = 14f;
|
||||
lifetime = 40f;
|
||||
despawnEffect = BulletFx.hitBulletSmall;
|
||||
}
|
||||
};
|
||||
mechSmall = new BasicBulletType(4f, 9, "bullet"){{
|
||||
bulletWidth = 11f;
|
||||
bulletHeight = 14f;
|
||||
lifetime = 40f;
|
||||
inaccuracy = 5f;
|
||||
despawnEffect = BulletFx.hitBulletSmall;
|
||||
}};
|
||||
|
||||
denseBig = new BasicBulletType(7f, 42, "bullet"){
|
||||
{
|
||||
bulletWidth = 15f;
|
||||
bulletHeight = 21f;
|
||||
armorPierce = 0.2f;
|
||||
}
|
||||
};
|
||||
denseBig = new BasicBulletType(7f, 42, "bullet"){{
|
||||
bulletWidth = 15f;
|
||||
bulletHeight = 21f;
|
||||
armorPierce = 0.2f;
|
||||
}};
|
||||
|
||||
thoriumBig = new BasicBulletType(8f, 65, "bullet"){
|
||||
{
|
||||
bulletWidth = 16f;
|
||||
bulletHeight = 23f;
|
||||
armorPierce = 0.5f;
|
||||
}
|
||||
};
|
||||
thoriumBig = new BasicBulletType(8f, 65, "bullet"){{
|
||||
bulletWidth = 16f;
|
||||
bulletHeight = 23f;
|
||||
armorPierce = 0.5f;
|
||||
}};
|
||||
|
||||
tracerBig = new BasicBulletType(7f, 38, "bullet"){
|
||||
{
|
||||
bulletWidth = 16f;
|
||||
bulletHeight = 21f;
|
||||
frontColor = Palette.lightishOrange;
|
||||
backColor = Palette.lightOrange;
|
||||
incendSpread = 3f;
|
||||
incendAmount = 2;
|
||||
incendChance = 0.3f;
|
||||
}
|
||||
};
|
||||
tracerBig = new BasicBulletType(7f, 38, "bullet"){{
|
||||
bulletWidth = 16f;
|
||||
bulletHeight = 21f;
|
||||
frontColor = Palette.lightishOrange;
|
||||
backColor = Palette.lightOrange;
|
||||
incendSpread = 3f;
|
||||
incendAmount = 2;
|
||||
incendChance = 0.3f;
|
||||
}};
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user