A lot more sound effects
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@@ -3,11 +3,13 @@ package mindustry.audio;
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import arc.*;
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import arc.audio.*;
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import arc.struct.*;
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import mindustry.gen.*;
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import static mindustry.gen.Sounds.*;
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/** Sets up priorities and groups for various sounds. */
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public class SoundPriority{
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static int lastGroup = 1;
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public static void init(){
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//priority 2: long weapon loops
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@@ -35,6 +37,7 @@ public class SoundPriority{
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respawning
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);
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sameGroup(Sounds.missile, Sounds.missileShort);
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for(var sound : Core.assets.getAll(Sound.class, new Seq<>())){
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sound.setMinConcurrentInterrupt(Math.min(0.25f, sound.getLength() * 0.5f));
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@@ -44,6 +47,11 @@ public class SoundPriority{
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mechStep.setMaxConcurrent(3);
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}
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static void sameGroup(Sound... sounds){
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int id = lastGroup ++;
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for(var s : sounds) s.setConcurrentGroup(id);
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}
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static void set(float value, Sound... sounds){
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for(var s : sounds) s.setPriority(value);
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}
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@@ -3494,7 +3494,7 @@ public class Blocks{
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inaccuracy = 1f;
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shootCone = 10f;
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health = 260;
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shootSound = Sounds.bang;
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shootSound = Sounds.artillerySmall;
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coolant = consumeCoolant(0.1f);
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limitRange(0f);
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}};
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@@ -3531,7 +3531,6 @@ public class Blocks{
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flags = EnumSet.of(BlockFlag.turret, BlockFlag.extinguisher);
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}};
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//TODO these may work in space, but what's the point?
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lancer = new PowerTurret("lancer"){{
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requirements(Category.turret, with(Items.copper, 60, Items.lead, 70, Items.silicon, 60, Items.titanium, 30));
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range = 165f;
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@@ -3551,6 +3550,7 @@ public class Blocks{
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accurateDelay = false;
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shootSound = Sounds.laser;
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coolant = consumeCoolant(0.2f);
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chargeSound = Sounds.lasercharge3;
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consumePower(6f);
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@@ -219,7 +219,7 @@ public class UnitTypes{
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recoil = 5f;
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shake = 2f;
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ejectEffect = Fx.casing3;
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shootSound = Sounds.bang;
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shootSound = Sounds.shootScepter;
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inaccuracy = 3f;
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shoot.shots = 3;
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@@ -235,6 +235,7 @@ public class UnitTypes{
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lightningColor = Pal.surge;
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//standard bullet damage is far too much for lightning
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lightningDamage = 20;
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despawnSound = Sounds.sparkBullet;
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}};
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}},
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@@ -245,6 +246,7 @@ public class UnitTypes{
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rotate = true;
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ejectEffect = Fx.casing1;
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bullet = smallBullet;
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shootSound = Sounds.shootDagger;
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}},
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new Weapon("mount-weapon"){{
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reload = 16f;
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@@ -253,6 +255,7 @@ public class UnitTypes{
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rotate = true;
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ejectEffect = Fx.casing1;
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bullet = smallBullet;
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shootSound = Sounds.shootDagger;
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}}
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);
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}};
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@@ -299,6 +302,7 @@ public class UnitTypes{
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fragBullets = 3;
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fragLifeMin = 0f;
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fragRandomSpread = 30f;
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despawnSound = Sounds.explosion;
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fragBullet = new BasicBulletType(9f, 20){{
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width = 10f;
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@@ -1080,7 +1084,7 @@ public class UnitTypes{
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shoot.shots = 2;
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inaccuracy = 5f;
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velocityRnd = 0.2f;
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shootSound = Sounds.missile;
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shootSound = Sounds.missileLong;
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bullet = new MissileBulletType(3f, 14){{
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width = 8f;
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@@ -1165,7 +1169,7 @@ public class UnitTypes{
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shake = 1f;
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rotateSpeed = 2f;
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ejectEffect = Fx.casing1;
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shootSound = Sounds.shootBig;
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shootSound = Sounds.shootSpectre;
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rotate = true;
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shadow = 8f;
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bullet = new BasicBulletType(7f, 55){{
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@@ -1214,7 +1218,7 @@ public class UnitTypes{
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rotateSpeed = 2f;
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reload = 45f;
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recoil = 4f;
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shootSound = Sounds.laser;
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shootSound = Sounds.laser2;
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shadow = 20f;
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rotate = true;
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@@ -1234,7 +1238,7 @@ public class UnitTypes{
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y = 27f;
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rotateSpeed = 2f;
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reload = 9f;
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shootSound = Sounds.shoot;
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shootSound = Sounds.shootCyclone;
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shadow = 7f;
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rotate = true;
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recoil = 0.5f;
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@@ -1248,7 +1252,7 @@ public class UnitTypes{
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ejectEffect = Fx.casing1;
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rotateSpeed = 7f;
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shake = 1f;
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shootSound = Sounds.shoot;
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shootSound = Sounds.shootCyclone;
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rotate = true;
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shadow = 12f;
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shootY = 7.25f;
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@@ -1307,7 +1311,7 @@ public class UnitTypes{
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reload = 30f;
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ejectEffect = Fx.none;
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recoil = 2f;
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shootSound = Sounds.missile;
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shootSound = Sounds.missileShort;
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velocityRnd = 0.5f;
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inaccuracy = 15f;
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alternate = true;
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@@ -1504,6 +1508,7 @@ public class UnitTypes{
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y = 1.5f;
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rotate = true;
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ejectEffect = Fx.casing1;
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shootSound = Sounds.shootDagger;
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bullet = new BasicBulletType(2.5f, 9){{
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width = 7f;
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height = 9f;
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@@ -1519,7 +1524,7 @@ public class UnitTypes{
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y = -5f;
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rotate = true;
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ejectEffect = Fx.casing1;
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shootSound = Sounds.missile;
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shootSound = Sounds.missileShort;
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bullet = new MissileBulletType(2.7f, 12, "missile"){{
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keepVelocity = true;
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width = 8f;
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@@ -1565,7 +1570,7 @@ public class UnitTypes{
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rotateSpeed = 5f;
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inaccuracy = 8f;
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ejectEffect = Fx.casing1;
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shootSound = Sounds.shoot;
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shootSound = Sounds.shootDuo;
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bullet = new FlakBulletType(4.2f, 3){{
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lifetime = 60f;
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ammoMultiplier = 4f;
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@@ -1587,7 +1592,7 @@ public class UnitTypes{
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rotateSpeed = 2f;
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shake = 1.5f;
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ejectEffect = Fx.casing2;
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shootSound = Sounds.bang;
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shootSound = Sounds.artillerySmall;
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bullet = new ArtilleryBulletType(3f, 20, "shell"){{
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hitEffect = Fx.flakExplosion;
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knockback = 0.8f;
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@@ -1671,7 +1676,7 @@ public class UnitTypes{
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inaccuracy = 5f;
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velocityRnd = 0.1f;
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shootSound = Sounds.missile;
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shootSound = Sounds.missileShort;
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ammoType = new ItemAmmoType(Items.thorium);
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ejectEffect = Fx.none;
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@@ -1730,7 +1735,7 @@ public class UnitTypes{
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inaccuracy = 7f;
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ejectEffect = Fx.none;
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shake = 1f;
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shootSound = Sounds.missile;
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shootSound = Sounds.missileLong;
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shoot = new ShootAlternate(){{
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shots = 6;
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@@ -1772,7 +1777,7 @@ public class UnitTypes{
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recoil = 3f;
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shadow = 12f;
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ejectEffect = Fx.casing3;
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shootSound = Sounds.shootBig;
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shootSound = Sounds.shootSpectre;
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shoot.shots = 3;
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shoot.shotDelay = 4f;
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@@ -609,7 +609,7 @@ public class BulletType extends Content implements Cloneable{
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}
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despawnEffect.at(b.x, b.y, b.rotation(), hitColor);
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despawnSound.at(b);
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despawnSound.at(b, 1f + Mathf.range(hitSoundPitchRange));
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Effect.shake(despawnShake, despawnShake, b);
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}
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@@ -437,6 +437,13 @@ public class FloorRenderer{
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int idx = vidx;
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vidx += spriteSize;
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//fixes graphical artifacting due to low precision positions/UVs. TODO: test for issues
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final float grow = 0.01f;
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x -= grow;
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y -= grow;
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width += grow*2f;
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height += grow*2f;
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if(!Mathf.zero(rotation)){
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//bottom left and top right corner points relative to origin
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float worldOriginX = x + originX;
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@@ -629,7 +629,9 @@ public class Planet extends UnlockableContent{
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batch.color(Tmp.c1);
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batch.vertex(Tmp.bz3.valueAt(Tmp.v32, f).add(normal, -stroke));
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}
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Gl.disable(Gl.cullFace);
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batch.flush(Gl.triangleStrip);
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Gl.enable(Gl.cullFace);
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}
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public Vec3 lookAt(Sector sector, Vec3 out){
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