Bugfixes / Balance of fuse
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@@ -1302,8 +1302,8 @@ public class Blocks implements ContentList{
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Items.scrap, Bullets.flakScrap,
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Items.lead, Bullets.flakLead
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);
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reload = 15f;
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range = 180f;
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reload = 16f;
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range = 175f;
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size = 2;
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burstSpacing = 5f;
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shots = 2;
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@@ -1502,7 +1502,7 @@ public class Blocks implements ContentList{
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ammo(Items.graphite, Bullets.fuseShot);
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reload = 40f;
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shootShake = 4f;
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range = 80f;
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range = 110f;
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recoil = 5f;
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restitution = 0.1f;
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size = 3;
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@@ -579,11 +579,12 @@ public class Bullets implements ContentList{
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fuseShot = new BulletType(0.01f, 70){
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int rays = 3;
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float rayLength = 80f;
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float rayLength = 120f;
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{
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hitEffect = Fx.hitFuse;
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lifetime = 13f;
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shootEffect = smokeEffect = Fx.none;
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lifetime = 10f;
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despawnEffect = Fx.none;
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pierce = true;
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}
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@@ -599,14 +600,15 @@ public class Bullets implements ContentList{
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public void draw(Bullet b){
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super.draw(b);
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Draw.color(Color.WHITE, Pal.surge, b.fin());
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//Draw.alpha(b.fout());
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for(int i = 0; i < 7; i++){
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Tmp.v1.trns(b.rot(), i * 8f);
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float sl = Mathf.clamp(b.fout() - 0.5f) * (80f - i * 10);
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Shapes.tri(b.x + Tmp.v1.x, b.y + Tmp.v1.y, 4f, sl, b.rot() + 90);
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Shapes.tri(b.x + Tmp.v1.x, b.y + Tmp.v1.y, 4f, sl, b.rot() - 90);
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}
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Shapes.tri(b.x, b.y, 13f, (rayLength + 50) * b.fout(), b.rot());
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Shapes.tri(b.x, b.y, 13f, 10f * b.fout(), b.rot() + 180f);
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Shapes.tri(b.x, b.y, 20f * b.fout(), (rayLength + 50), b.rot());
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Shapes.tri(b.x, b.y, 20f * b.fout(), 10f, b.rot() + 180f);
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Draw.reset();
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}
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};
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@@ -51,10 +51,6 @@ public class Mechs implements ContentList{
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player.healBy(Time.delta() * 0.09f);
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}
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@Override
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public boolean alwaysUnlocked(){
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return true;
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}
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};
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delta = new Mech("delta-mech", false){
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@@ -240,6 +236,11 @@ public class Mechs implements ContentList{
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bullet = Bullets.standardCopper;
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}};
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}
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@Override
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public boolean alwaysUnlocked(){
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return true;
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}
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};
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javelin = new Mech("javelin-ship", true){
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@@ -559,7 +559,7 @@ public class Player extends Unit implements BuilderTrait, ShooterTrait{
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updateShooting(); //server simulates player shooting
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}
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return;
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}else{
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}else if(world.isZone()){
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//unlock mech when used
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data.unlockContent(mech);
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}
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