Fixed #10656
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@@ -5098,6 +5098,10 @@ public class Blocks{
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shootOnDeath = true;
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shootOnDeath = true;
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shake = 10f;
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shake = 10f;
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bullet = new ExplosionBulletType(400f, 120f){{
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bullet = new ExplosionBulletType(400f, 120f){{
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//stats must be mirrored to the bullet that the unit uses
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reloadMultiplier = 0.8f;
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ammoMultiplier = 5f;
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hitColor = engineColor;
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hitColor = engineColor;
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shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosion, Fx.scatheLight, new WaveEffect(){{
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shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosion, Fx.scatheLight, new WaveEffect(){{
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lifetime = 10f;
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lifetime = 10f;
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@@ -5108,7 +5112,6 @@ public class Blocks{
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collidesAir = false;
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collidesAir = false;
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buildingDamageMultiplier = 0.1f;
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buildingDamageMultiplier = 0.1f;
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ammoMultiplier = 1f;
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fragLifeMin = 0.1f;
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fragLifeMin = 0.1f;
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fragBullets = 7;
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fragBullets = 7;
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fragBullet = new ArtilleryBulletType(3.4f, 32){{
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fragBullet = new ArtilleryBulletType(3.4f, 32){{
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@@ -5191,13 +5194,17 @@ public class Blocks{
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shootOnDeath = true;
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shootOnDeath = true;
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shake = 10f;
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shake = 10f;
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bullet = new ExplosionBulletType(300f, 40f){{
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bullet = new ExplosionBulletType(300f, 40f){{
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//mirror stats
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ammoMultiplier = 1f;
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rangeChange = -8f*9f;
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reloadMultiplier = 0.9f;
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hitColor = engineColor;
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hitColor = engineColor;
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shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosionSmall);
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shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosionSmall);
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collidesAir = false;
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collidesAir = false;
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buildingDamageMultiplier = 0.1f;
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buildingDamageMultiplier = 0.1f;
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ammoMultiplier = 1f;
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fragLifeMin = 0.1f;
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fragLifeMin = 0.1f;
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fragBullets = 5;
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fragBullets = 5;
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fragRandomSpread = 0f;
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fragRandomSpread = 0f;
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