Hovering sounds for large flying units
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@@ -1167,6 +1167,8 @@ public class UnitTypes{
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targetFlags = new BlockFlag[]{BlockFlag.generator, BlockFlag.core, null};
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ammoType = new ItemAmmoType(Items.thorium);
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loopSound = Sounds.loopHover;
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BulletType missiles = new MissileBulletType(2.7f, 18){{
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width = 8f;
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height = 8f;
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@@ -1242,6 +1244,8 @@ public class UnitTypes{
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targetFlags = new BlockFlag[]{BlockFlag.reactor, BlockFlag.battery, BlockFlag.core, null};
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ammoType = new ItemAmmoType(Items.thorium);
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loopSound = Sounds.loopHover;
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BulletType fragBullet = new FlakBulletType(4f, 15){{
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shootEffect = Fx.shootBig;
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ammoMultiplier = 4f;
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@@ -1461,6 +1465,8 @@ public class UnitTypes{
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ammoType = new PowerAmmoType(3000);
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loopSound = Sounds.loopHover;
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weapons.add(
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new Weapon(){{
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x = y = 0f;
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@@ -1531,6 +1537,8 @@ public class UnitTypes{
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buildBeamOffset = 43;
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ammoCapacity = 1;
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loopSound = Sounds.loopHover;
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abilities.add(new ForceFieldAbility(140f, 4f, 7000f, 60f * 8, 8, 0f){{
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breakSound = Sounds.shieldBreak;
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}}, new RepairFieldAbility(130f, 60f * 2, 140f));
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@@ -3957,6 +3965,9 @@ public class UnitTypes{
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engineOffset = 61 / 4f;
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range = 4.3f * 60f * 1.4f;
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loopSoundVolume = 0.85f;
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loopSound = Sounds.loopHover;
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abilities.add(new SuppressionFieldAbility(){{
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reload = 60f * 8f;
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orbRadius = 5.3f;
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@@ -4056,6 +4067,8 @@ public class UnitTypes{
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engineSize = 6f;
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engineOffset = 25.25f;
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loopSound = Sounds.loopHover;
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float orbRad = 5f, partRad = 3f;
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int parts = 10;
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@@ -155,7 +155,7 @@ abstract class BuilderComp implements Posc, Statusc, Teamc, Rotc{
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if(!within(tile, finalPlaceDst)) continue;
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if(!headless){
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Vars.control.sound.loop(Sounds.loopBuild, tile, 0.75f);
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Vars.control.sound.loop(Sounds.loopBuild, tile, 1f);
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}
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if(!(tile.build instanceof ConstructBuild cb)){
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