Changed to use new effects system
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@@ -4,6 +4,7 @@ import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Vector2;
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import io.anuke.mindustry.Fx;
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import io.anuke.mindustry.Vars;
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import io.anuke.mindustry.entities.Bullet;
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import io.anuke.mindustry.entities.BulletType;
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@@ -22,7 +23,7 @@ public enum Weapon{
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@Override
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public void shoot(Player p){
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super.shoot(p);
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Effects.effect("shoot3", p.x + vector.x, p.y+vector.y);
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Effects.effect(Fx.shoot3, p.x + vector.x, p.y+vector.y);
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}
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},
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triblaster(13, BulletType.shot, "Shoots 3 bullets in a spread.", stack(Item.iron, 40)){
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@@ -36,7 +37,7 @@ public enum Weapon{
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bullet(p, p.x, p.y, ang+space);
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bullet(p, p.x, p.y, ang-space);
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Effects.effect("shoot", p.x + vector.x, p.y+vector.y);
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Effects.effect(Fx.shoot, p.x + vector.x, p.y+vector.y);
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}
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},
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@@ -48,7 +49,7 @@ public enum Weapon{
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bullet(p, p.x, p.y, ang + Mathf.range(8));
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Effects.effect("shoot2", p.x + vector.x, p.y+vector.y);
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Effects.effect(Fx.shoot, p.x + vector.x, p.y+vector.y);
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}
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},
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flamer(5, BulletType.flame, "Shoots a stream of fire.", stack(Item.steel, 60), stack(Item.coal, 60)){
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@@ -73,7 +74,7 @@ public enum Weapon{
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float ang = mouseAngle(p);
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bullet(p, p.x, p.y, ang);
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Effects.effect("railshoot", p.x + vector.x, p.y+vector.y);
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Effects.effect(Fx.railshoot, p.x + vector.x, p.y+vector.y);
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}
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},
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mortar(100, BulletType.shell, "Shoots a slow, but damaging shell.", stack(Item.titanium, 40), stack(Item.steel, 60)){
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@@ -82,7 +83,7 @@ public enum Weapon{
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public void shoot(Player p){
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float ang = mouseAngle(p);
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bullet(p, p.x, p.y, ang);
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Effects.effect("mortarshoot", p.x + vector.x, p.y+vector.y);
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Effects.effect(Fx.mortarshoot, p.x + vector.x, p.y+vector.y);
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Effects.shake(2f, 2f, Vars.player);
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}
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};
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