Moved bullet FX to ammo type, beginning of weapon rework
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@@ -1,28 +1,40 @@
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package io.anuke.mindustry.content;
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import io.anuke.mindustry.content.bullets.TurretBullets;
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import io.anuke.mindustry.content.fx.ShootFx;
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import io.anuke.mindustry.resource.AmmoType;
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public class AmmoTypes {
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public static final AmmoType
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basicIron = new AmmoType(Items.iron, TurretBullets.basicIron, 5, 0.9f),
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basicIron = new AmmoType(Items.iron, TurretBullets.basicIron, 5){{
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shootEffect = ShootFx.shootSmall;
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smokeEffect = ShootFx.shootSmallSmoke;
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}},
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basicSteel = new AmmoType(Items.steel, TurretBullets.basicSteel, 5, 0.8f),
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basicSteel = new AmmoType(Items.steel, TurretBullets.basicSteel, 5){{
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shootEffect = ShootFx.shootBig;
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smokeEffect = ShootFx.shootBigSmoke;
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}},
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basicFlame = new AmmoType(Liquids.oil, TurretBullets.basicFlame, 0.3f, 0.9f),
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basicFlame = new AmmoType(Liquids.oil, TurretBullets.basicFlame, 0.3f){{
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shootEffect = ShootFx.shootSmallFlame;
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}},
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basicLeadFrag = new AmmoType(Items.lead, TurretBullets.basicLeadFragShell, 1, 0.8f),
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basicLeadFrag = new AmmoType(Items.lead, TurretBullets.basicLeadFragShell, 1){{
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shootEffect = ShootFx.shootBig2;
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smokeEffect = ShootFx.shootBigSmoke2;
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}},
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lancerLaser = new AmmoType(TurretBullets.lancerLaser),
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lightning = new AmmoType(TurretBullets.lightning),
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oil = new AmmoType(Liquids.oil, TurretBullets.oilShot, 0.3f, 1f),
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oil = new AmmoType(Liquids.oil, TurretBullets.oilShot, 0.3f),
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water = new AmmoType(Liquids.water, TurretBullets.waterShot, 0.3f, 1f),
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water = new AmmoType(Liquids.water, TurretBullets.waterShot, 0.3f),
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lava = new AmmoType(Liquids.lava, TurretBullets.lavaShot, 0.3f, 1f),
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lava = new AmmoType(Liquids.lava, TurretBullets.lavaShot, 0.3f),
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cryofluid = new AmmoType(Liquids.cryofluid, TurretBullets.cryoShot, 0.3f, 1f);
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cryofluid = new AmmoType(Liquids.cryofluid, TurretBullets.cryoShot, 0.3f);
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}
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@@ -114,11 +114,11 @@ public class Recipes {
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new Recipe(liquid, LiquidBlocks.pump, stack(Items.steel, 10)),
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new Recipe(liquid, LiquidBlocks.fluxpump, stack(Items.steel, 10), stack(Items.densealloy, 5)),
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new Recipe(units, UnitBlocks.droneFactory, stack(Items.steel, 10)),
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new Recipe(units, UnitBlocks.vtolFactory, stack(Items.steel, 10)),
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new Recipe(units, UnitBlocks.droneFactory, stack(Items.steel, 10)),
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new Recipe(units, UnitBlocks.droneFactory, stack(Items.steel, 10)),
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new Recipe(units, UnitBlocks.walkerFactory, stack(Items.steel, 10)),
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//new Recipe(units, UnitBlocks.droneFactory, stack(Items.steel, 10)),
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//new Recipe(units, UnitBlocks.vtolFactory, stack(Items.steel, 10)),
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//new Recipe(units, UnitBlocks.droneFactory, stack(Items.steel, 10)),
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//new Recipe(units, UnitBlocks.droneFactory, stack(Items.steel, 10)),
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//new Recipe(units, UnitBlocks.walkerFactory, stack(Items.steel, 10)),
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new Recipe(units, DebugBlocks.itemSource, stack(Items.steel, 10)).setDebug(),
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new Recipe(units, DebugBlocks.itemVoid, stack(Items.steel, 10)).setDebug(),
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@@ -19,8 +19,6 @@ public class WeaponBlocks{
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ammoTypes = new AmmoType[]{AmmoTypes.basicIron};
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reload = 25f;
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restitution = 0.03f;
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shootEffect = ShootFx.shootSmall;
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smokeEffect = ShootFx.shootSmallSmoke;
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ammoUseEffect = ShootFx.shellEjectSmall;
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}},
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@@ -32,8 +30,6 @@ public class WeaponBlocks{
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restitution = 0.03f;
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recoil = 1.5f;
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burstSpacing = 6f;
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shootEffect = ShootFx.shootSmall;
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smokeEffect = ShootFx.shootSmallSmoke;
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ammoUseEffect = ShootFx.shellEjectSmall;
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}},
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@@ -42,7 +38,6 @@ public class WeaponBlocks{
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recoil = 0f;
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reload = 5f;
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shootCone = 50f;
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shootEffect = ShootFx.shootSmallFlame;
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ammoUseEffect = ShootFx.shellEjectSmall;
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drawer = (tile, entity) -> {
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@@ -58,8 +53,6 @@ public class WeaponBlocks{
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ammoEjectBack = 2f;
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recoil = 3f;
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shootShake = 2f;
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shootEffect = ShootFx.shootBig;
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smokeEffect = ShootFx.shootBigSmoke;
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ammoUseEffect = ShootFx.shellEjectMedium;
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}},
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@@ -73,8 +66,6 @@ public class WeaponBlocks{
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cooldown = 0.03f;
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recoil = 3f;
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shootShake = 2f;
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shootEffect = ShootFx.shootBig2;
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smokeEffect = ShootFx.shootBigSmoke2;
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ammoUseEffect = ShootFx.shellEjectBig;
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drawer = (tile, entity) -> {
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