A lot more sound effects
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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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