reinforced vault/container
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@@ -1109,9 +1109,11 @@ public class Blocks implements ContentList{
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strokeMax = 2.5f;
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radius = 10f;
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amount = 3;
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}}, new DrawLiquidRegion(Liquids.slag), new DrawBlock(), new DrawHeatInput(), new DrawHeatRegion(){{
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}}, new DrawLiquidRegion(Liquids.slag), new DrawBlock(), new DrawHeatInput(),
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new DrawHeatRegion(){{
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heatColor = Color.valueOf("ff6060ff");
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}}, new DrawHeatRegion("-vents"){{
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}},
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new DrawHeatRegion("-vents"){{
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heatColor.a = 1f;
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}});
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iconOverride = new String[]{"-bottom", ""};
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@@ -2147,12 +2149,20 @@ public class Blocks implements ContentList{
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}};
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reinforcedContainer = new StorageBlock("reinforced-container"){{
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requirements(Category.effect, with(Items.titanium, 250, Items.thorium, 125));
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requirements(Category.effect, with(Items.tungsten, 250, Items.graphite, 100));
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size = 3;
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//TODO should it really be kept the same, at 1000?
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itemCapacity = 1000;
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health = size * size * 120;
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}};
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reinforcedVault = new StorageBlock("reinforced-vault"){{
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requirements(Category.effect, with(Items.tungsten, 250, Items.graphite, 100));
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size = 4;
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itemCapacity = 2500;
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health = size * size * 120;
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}};
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//endregion
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//region turrets
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@@ -42,6 +42,7 @@ public class Bullets implements ContentList{
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status = StatusEffects.shocked;
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statusDuration = 10f;
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hittable = false;
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lightColor = Color.white;
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}};
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//this is just a copy of the damage lightning bullet that doesn't damage air units
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@@ -55,7 +55,7 @@ public class LaserTurret extends PowerTurret{
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public void updateTile(){
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super.updateTile();
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if(!bullet.isAdded() || bullet.type == null){
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if(bullet != null && (!bullet.isAdded() || bullet.type == null)){
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bullet = null;
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}
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@@ -11,6 +11,7 @@ import mindustry.world.*;
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public class DrawRegion extends DrawBlock{
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public TextureRegion region;
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public String suffix = "";
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public float rotateSpeed, x, y;
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/** Any number <=0 disables layer changes. */
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public float layer = -1;
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@@ -25,7 +26,7 @@ public class DrawRegion extends DrawBlock{
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public void drawBase(Building build){
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float z = Draw.z();
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if(layer > 0) Draw.z(layer);
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Draw.rect(region, build.x, build.y);
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Draw.rect(region, build.x + x, build.y + y, build.totalProgress() * rotateSpeed);
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Draw.z(z);
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}
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