Added building damage to bullet stats
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@@ -721,7 +721,6 @@ bar.powerlines = Connections: {0}/{1}
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bar.items = Items: {0}
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bar.capacity = Capacity: {0}
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bar.unitcap = {0} {1}/{2}
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bar.limitreached = [scarlet] {0} / {1}[white] {2}\n[lightgray][[unit disabled]
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bar.liquid = Liquid
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bar.heat = Heat
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bar.power = Power
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@@ -738,6 +737,7 @@ bullet.sapping = [stat]sapping
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bullet.homing = [stat]homing
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bullet.shock = [stat]shock
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bullet.frag = [stat]frag
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bullet.buildingdamage = [stat]{0}%[lightgray] building damage
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bullet.knockback = [stat]{0}[lightgray] knockback
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bullet.pierce = [stat]{0}[lightgray]x pierce
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bullet.infinitepierce = [stat]pierce
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@@ -1763,7 +1763,7 @@ public class Blocks implements ContentList{
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despawnEffect = Fx.instBomb;
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trailSpacing = 20f;
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damage = 1350;
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tileDamageMultiplier = 0.3f;
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buildingDamageMultiplier = 0.3f;
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speed = brange;
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hitShake = 6f;
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ammoMultiplier = 1f;
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@@ -182,7 +182,7 @@ public class UnitTypes implements ContentList{
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lightningLength = 6;
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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 = 30;
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lightningDamage = 20;
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}};
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}},
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@@ -1759,7 +1759,7 @@ public class UnitTypes implements ContentList{
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lifetime = 60f;
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shootEffect = Fx.shootSmall;
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smokeEffect = Fx.shootSmallSmoke;
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tileDamageMultiplier = 0.01f;
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buildingDamageMultiplier = 0.01f;
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}};
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}});
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}};
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@@ -1801,7 +1801,7 @@ public class UnitTypes implements ContentList{
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lifetime = 60f;
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shootEffect = Fx.shootSmall;
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smokeEffect = Fx.shootSmallSmoke;
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tileDamageMultiplier = 0.01f;
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buildingDamageMultiplier = 0.01f;
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}};
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}});
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}};
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@@ -1841,7 +1841,7 @@ public class UnitTypes implements ContentList{
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lifetime = 70f;
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shootEffect = Fx.shootSmall;
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smokeEffect = Fx.shootSmallSmoke;
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tileDamageMultiplier = 0.01f;
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buildingDamageMultiplier = 0.01f;
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homingPower = 0.04f;
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}};
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}});
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@@ -41,7 +41,7 @@ public abstract class BulletType extends Content{
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/** Multiplied by turret reload speed to get final shoot speed. */
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public float reloadMultiplier = 1f;
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/** Multiplier of how much base damage is done to tiles. */
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public float tileDamageMultiplier = 1f;
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public float buildingDamageMultiplier = 1f;
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/** Recoil from shooter entities. */
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public float recoil;
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/** Whether to kill the shooter when this is shot. For suicide bombers. */
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@@ -1165,7 +1165,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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/** Handle a bullet collision.
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* @return whether the bullet should be removed. */
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public boolean collision(Bullet other){
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damage(other.damage() * other.type().tileDamageMultiplier);
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damage(other.damage() * other.type().buildingDamageMultiplier);
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return true;
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}
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@@ -46,6 +46,10 @@ public class AmmoListValue<T extends UnlockableContent> implements StatValue{
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bt.add(Core.bundle.format("bullet.damage", type.damage));
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}
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if(type.buildingDamageMultiplier != 1){
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sep(bt, Core.bundle.format("bullet.buildingdamage", type.buildingDamageMultiplier * 100));
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}
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if(type.splashDamage > 0){
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sep(bt, Core.bundle.format("bullet.splashdamage", (int)type.splashDamage, Strings.fixed(type.splashDamageRadius / tilesize, 1)));
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}
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