Fixed #7874
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@@ -1803,7 +1803,7 @@ gz.duoammo = Supply the Duo turrets with [accent]copper[], using conveyors.
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gz.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace \uf8ae [accent]copper walls[] around the turrets.
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gz.walls = [accent]Walls[] can prevent oncoming damage from reaching buildings.\nPlace \uf8ae [accent]copper walls[] around the turrets.
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gz.defend = Enemy incoming, prepare to defend.
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gz.defend = Enemy incoming, prepare to defend.
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gz.aa = Flying units cannot easily be dispatched with standard turrets.\n\uf860 [accent]Scatter[] turrets provide excellent anti-air, but require \uf837 [accent]lead[] as ammo.
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gz.aa = Flying units cannot easily be dispatched with standard turrets.\n\uf860 [accent]Scatter[] turrets provide excellent anti-air, but require \uf837 [accent]lead[] as ammo.
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gz.scatterammo = Supply the Scatter turret with [accent]lead[], using conveyors.
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gz.scatterammo = Supply the Scatter turret with \uf837 [accent]lead[], using conveyors.
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gz.supplyturret = [accent]Supply Turret
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gz.supplyturret = [accent]Supply Turret
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gz.zone1 = This is the enemy drop zone.
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gz.zone1 = This is the enemy drop zone.
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gz.zone2 = Anything built in the radius is destroyed when a wave starts.
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gz.zone2 = Anything built in the radius is destroyed when a wave starts.
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@@ -3956,6 +3956,7 @@ public class Blocks{
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coolantMultiplier = 6f;
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coolantMultiplier = 6f;
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shootSound = Sounds.shootAlt;
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shootSound = Sounds.shootAlt;
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targetUnderBlocks = false;
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shake = 1f;
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shake = 1f;
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ammoPerShot = 2;
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ammoPerShot = 2;
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drawer = new DrawTurret("reinforced-");
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drawer = new DrawTurret("reinforced-");
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@@ -4006,6 +4007,7 @@ public class Blocks{
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ammoPerShot = 3;
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ammoPerShot = 3;
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maxAmmo = 30;
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maxAmmo = 30;
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consumeAmmoOnce = true;
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consumeAmmoOnce = true;
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targetUnderBlocks = false;
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shootSound = Sounds.shootAltLong;
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shootSound = Sounds.shootAltLong;
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@@ -4606,6 +4608,7 @@ public class Blocks{
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minWarmup = 0.94f;
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minWarmup = 0.94f;
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shootWarmupSpeed = 0.03f;
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shootWarmupSpeed = 0.03f;
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targetAir = false;
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targetAir = false;
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targetUnderBlocks = false;
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shake = 6f;
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shake = 6f;
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ammoPerShot = 20;
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ammoPerShot = 20;
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@@ -226,6 +226,14 @@ public class NetServer implements ApplicationListener{
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con.kick(KickReason.idInUse);
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con.kick(KickReason.idInUse);
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return;
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return;
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}
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}
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for(var otherCon : net.getConnections()){
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if(otherCon != con && uuid.equals(otherCon.uuid)){
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con.uuid = packet.uuid;
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con.kick(KickReason.idInUse);
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return;
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}
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}
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}
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}
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packet.name = fixName(packet.name);
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packet.name = fixName(packet.name);
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@@ -81,12 +81,14 @@ public class Turret extends ReloadTurret{
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public boolean playerControllable = true;
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public boolean playerControllable = true;
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/** If true, this block will display ammo multipliers in its stats (irrelevant for certain types of turrets). */
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/** If true, this block will display ammo multipliers in its stats (irrelevant for certain types of turrets). */
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public boolean displayAmmoMultiplier = true;
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public boolean displayAmmoMultiplier = true;
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/** If false, 'under' blocks like conveyors are not targeted. */
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public boolean targetUnderBlocks = true;
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/** Function for choosing which unit to target. */
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/** Function for choosing which unit to target. */
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public Sortf unitSort = UnitSorts.closest;
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public Sortf unitSort = UnitSorts.closest;
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/** Filter for types of units to attack. */
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/** Filter for types of units to attack. */
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public Boolf<Unit> unitFilter = u -> true;
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public Boolf<Unit> unitFilter = u -> true;
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/** Filter for types of buildings to attack. */
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/** Filter for types of buildings to attack. */
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public Boolf<Building> buildingFilter = b -> !b.block.underBullets;
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public Boolf<Building> buildingFilter = b -> targetUnderBlocks || !b.block.underBullets;
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/** Color of heat region drawn on top (if found) */
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/** Color of heat region drawn on top (if found) */
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public Color heatColor = Pal.turretHeat;
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public Color heatColor = Pal.turretHeat;
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