Turret removal: Switching to bigger designs
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@@ -2,7 +2,6 @@ package mindustry.content;
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import arc.graphics.*;
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import arc.graphics.*;
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import arc.math.*;
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import arc.math.*;
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import arc.math.Interp.*;
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import arc.struct.*;
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import arc.struct.*;
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import mindustry.*;
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import mindustry.*;
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import mindustry.entities.*;
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import mindustry.entities.*;
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@@ -22,9 +21,9 @@ import mindustry.world.blocks.heat.*;
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import mindustry.world.blocks.legacy.*;
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import mindustry.world.blocks.legacy.*;
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import mindustry.world.blocks.liquid.*;
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import mindustry.world.blocks.liquid.*;
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import mindustry.world.blocks.logic.*;
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import mindustry.world.blocks.logic.*;
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import mindustry.world.blocks.payloads.*;
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import mindustry.world.blocks.payloads.PayloadConveyor;
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import mindustry.world.blocks.payloads.PayloadConveyor;
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import mindustry.world.blocks.payloads.PayloadRouter;
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import mindustry.world.blocks.payloads.PayloadRouter;
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import mindustry.world.blocks.payloads.*;
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import mindustry.world.blocks.power.*;
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import mindustry.world.blocks.power.*;
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import mindustry.world.blocks.production.*;
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import mindustry.world.blocks.production.*;
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import mindustry.world.blocks.sandbox.*;
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import mindustry.world.blocks.sandbox.*;
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@@ -2428,7 +2427,7 @@ public class Blocks{
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requirements(Category.effect, with(Items.tungsten, 100, Items.graphite, 50));
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requirements(Category.effect, with(Items.tungsten, 100, Items.graphite, 50));
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size = 3;
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size = 3;
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//TODO should it really be kept the same, at 1000?
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//TODO should it really be kept the same, at 1000?
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itemCapacity = 1000;
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itemCapacity = 1200;
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health = size * size * 120;
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health = size * size * 120;
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}};
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}};
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@@ -2893,9 +2892,9 @@ public class Blocks{
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}};
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}};
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breach = new ItemTurret("breach"){{
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breach = new ItemTurret("breach"){{
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requirements(Category.turret, with(Items.beryllium, 80, Items.silicon, 50));
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requirements(Category.turret, with(Items.beryllium, 200, Items.silicon, 150, Items.graphite, 80));
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ammo(
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ammo(
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Items.beryllium, new BasicBulletType(7f, 80){{
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Items.beryllium, new BasicBulletType(7f, 90){{
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width = 12f;
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width = 12f;
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height = 20f;
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height = 20f;
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shootEffect = Fx.colorSpark;
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shootEffect = Fx.colorSpark;
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@@ -2909,7 +2908,7 @@ public class Blocks{
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trailLength = 10;
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trailLength = 10;
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hitEffect = despawnEffect = Fx.hitBulletColor;
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hitEffect = despawnEffect = Fx.hitBulletColor;
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}},
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}},
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Items.tungsten, new BasicBulletType(7.5f, 140){{
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Items.tungsten, new BasicBulletType(7.5f, 160){{
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width = 13f;
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width = 13f;
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height = 19f;
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height = 19f;
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shootEffect = Fx.colorSpark;
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shootEffect = Fx.colorSpark;
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@@ -2929,7 +2928,7 @@ public class Blocks{
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//TODO no coolant?
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//TODO no coolant?
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ammoPerShot = 4;
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ammoPerShot = 6;
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draw = new DrawTurret("reinforced-");
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draw = new DrawTurret("reinforced-");
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shootLength = 0f;
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shootLength = 0f;
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outlineColor = Pal.darkOutline;
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outlineColor = Pal.darkOutline;
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@@ -2939,116 +2938,12 @@ public class Blocks{
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restitution = 0.03f;
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restitution = 0.03f;
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range = 190;
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range = 190;
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shootCone = 3f;
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shootCone = 3f;
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health = 350 * size * size;
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health = 360 * size * size;
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rotateSpeed = 1.6f;
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rotateSpeed = 1.6f;
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limitRange();
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limitRange();
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}};
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}};
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//TODO 3x3, different mechanics - not a fuse clone
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fracture = new ItemTurret("fracture"){{
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requirements(Category.turret, with(Items.beryllium, 10, Items.graphite, 30, Items.silicon, 35));
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ammo(
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Items.graphite, new ContinuousFlameBulletType(65f){{
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length = 105f;
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shootEffect = Fx.randLifeSpark;
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width = 4.5f;
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colors = new Color[]{Color.valueOf("e8e6ff").a(0.55f), Color.valueOf("819aeb").a(0.7f), Color.valueOf("786bed").a(0.8f), Color.valueOf("c3cdfa"), Color.white};
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smokeEffect = Fx.shootBigSmoke;
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continuous = false;
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ammoMultiplier = 4;
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pierce = true;
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knockback = 4f;
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status = StatusEffects.slow;
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hitColor = Items.tungsten.color;
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lifetime = 19f;
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despawnEffect = Fx.none;
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drawFlare = false;
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collidesAir = true;
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Interp in = new PowIn(1.6f);
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lengthInterp = f -> in.apply(1f - f);
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hitEffect = Fx.hitBulletColor;
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}}
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);
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draw = new DrawTurret("reinforced-"){{
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parts.addAll(new RegionPart("-glow"){{
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drawRegion = false;
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heatColor = Color.valueOf("768a9a");
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useReload = false;
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useProgressHeat = true;
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}});
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}};
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shootShake = 1f;
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shootLength = 4f;
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outlineColor = Pal.darkOutline;
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size = 2;
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envEnabled |= Env.space;
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reloadTime = 25f;
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restitution = 0.1f;
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cooldown = 0.04f;
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recoilAmount = 2.5f;
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range = 90;
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shootCone = 15f;
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inaccuracy = 0f;
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health = 420 * size * size;
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rotateSpeed = 3f;
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}};
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//TODO implementation, better name
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horde = new ItemTurret("horde"){{
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requirements(Category.turret, with(Items.tungsten, 35, Items.silicon, 35));
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ammo(
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Items.scrap, new MissileBulletType(4.2f, 15){{
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velocityInaccuracy = 0.2f;
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shootEffect = Fx.colorSpark;
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smokeEffect = Fx.shootBigSmoke;
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ammoMultiplier = 1;
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hitColor = backColor = trailColor = Color.valueOf("ea8878");
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frontColor = Color.valueOf("feb380");
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trailWidth = 2f;
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trailLength = 12;
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splashDamage = 15f;
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splashDamageRadius = 30f;
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weaveMag = 5;
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weaveScale = 4;
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velocityInaccuracy = 0.1f;
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ammoMultiplier = 3f;
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//TODO different effect?
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hitEffect = despawnEffect = Fx.blastExplosion;
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}}
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);
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acceptCoolant = false;
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//TODO
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consumes.liquid(Liquids.hydrogen, 1.5f / 60f);
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shots = 9;
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burstSpacing = 2f;
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//TODO this works but looks bad
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spread = 0f;
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shootLength = 6.5f;
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xRand = 13f;
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recoilAmount = 0f;
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draw = new DrawTurret("reinforced-");
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outlineColor = Pal.darkOutline;
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size = 3;
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envEnabled |= Env.space;
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reloadTime = 60f * 1.5f;
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range = 190;
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shootCone = 15f;
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inaccuracy = 20f;
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health = 400 * size * size;
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rotateSpeed = 3f;
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//???
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//limitRange();
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}};
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//TODO bad name
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//TODO bad name
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sublimate = new ContinuousTurret("sublimate"){{
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sublimate = new ContinuousTurret("sublimate"){{
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//TODO requirements
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//TODO requirements
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