Weapon display fixes
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@@ -2825,7 +2825,7 @@ public class Blocks{
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width = 6f;
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height = 8f;
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hitEffect = Fx.flakExplosion;
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splashDamage = 25f * 1.5f;
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splashDamage = 30f * 1.5f;
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splashDamageRadius = 20f;
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fragBullets = 6;
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fragBullet = new BasicBulletType(3f, 5){{
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@@ -3422,9 +3422,9 @@ public class Blocks{
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width = 6f;
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height = 8f;
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hitEffect = Fx.flakExplosion;
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splashDamage = 28f * 1.5f;
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splashDamageRadius = 22f;
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fragBullet = new BasicBulletType(3f, 5, "bullet"){{
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splashDamage = 32f * 1.5f;
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splashDamageRadius = 25f;
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fragBullet = new BasicBulletType(3f, 8, "bullet"){{
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width = 5f;
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height = 12f;
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shrinkY = 1f;
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@@ -3666,7 +3666,7 @@ public class Blocks{
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smokeEffect = Fx.shootBigSmoke;
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ammoMultiplier = 1;
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reloadMultiplier = 1f;
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pierceCap = 2;
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pierceCap = 3;
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pierce = true;
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pierceBuilding = true;
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hitColor = backColor = trailColor = Pal.tungstenShot;
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@@ -4488,7 +4488,7 @@ public class Blocks{
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forceDark = true;
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privileged = true;
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size = 1;
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maxInstructionsPerTick = 30;
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maxInstructionsPerTick = 50;
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}};
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worldCell = new MemoryBlock("world-cell"){{
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@@ -135,6 +135,10 @@ public class Weapon implements Cloneable{
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this("");
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}
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public boolean hasStats(UnitType u){
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return true;
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}
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public void addStats(UnitType u, Table t){
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if(inaccuracy > 0){
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t.row();
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@@ -1,7 +1,6 @@
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package mindustry.type.weapons;
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import arc.math.*;
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import arc.scene.ui.layout.*;
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import mindustry.entities.bullet.*;
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import mindustry.entities.units.*;
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import mindustry.gen.*;
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@@ -24,8 +23,8 @@ public class BuildWeapon extends Weapon{
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}
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@Override
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public void addStats(UnitType u, Table t){
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//no.
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public boolean hasStats(UnitType u){
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return false;
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}
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@Override
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@@ -275,12 +275,12 @@ public class StatValues{
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for(int i = 0; i < weapons.size;i ++){
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Weapon weapon = weapons.get(i);
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if(weapon.flipSprite){
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if(weapon.flipSprite || !weapon.hasStats(unit)){
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//flipped weapons are not given stats
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continue;
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}
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TextureRegion region = !weapon.name.equals("") && weapon.outlineRegion.found() ? weapon.outlineRegion : unit.fullIcon;
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TextureRegion region = !weapon.name.equals("") && weapon.region.found() ? weapon.region : Core.atlas.find("clear");
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table.image(region).size(60).scaling(Scaling.bounded).right().top();
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