Javelin abilities
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@@ -255,14 +255,60 @@ public class Mechs implements ContentList{
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trailColor = Palette.lightTrail;
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}};
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javelin = new Mech("javelin-ship", true){{
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drillPower = -1;
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speed = 0.4f;
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maxSpeed = 3.6f;
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drag = 0.09f;
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weapon = Weapons.missiles;
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trailColor = Color.valueOf("d3ddff");
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}};
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javelin = new Mech("javelin-ship", true){
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float minV = 3.6f;
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float maxV = 6f;
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TextureRegion shield;
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{
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drillPower = -1;
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speed = 0.11f;
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maxSpeed = 3.4f;
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drag = 0.01f;
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weapon = Weapons.missiles;
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trailColor = Color.valueOf("d3ddff");
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}
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@Override
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public void load(){
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super.load();
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shield = Draw.region(name + "-shield");
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}
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@Override
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public float getRotationAlpha(Player player){
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return 0.5f;
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}
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@Override
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public void updateAlt(Player player){
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float scl = scld(player);
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if(Mathf.chance(Timers.delta() * (0.15*scl))){
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Effects.effect(BulletFx.hitLancer, Palette.lancerLaser, player.x, player.y);
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Lightning.create(player.getTeam(), BulletFx.hitLancer, Palette.lancerLaser, 10f,
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player.x + player.getVelocity().x, player.y + player.getVelocity().y, player.rotation, 14);
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}
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}
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@Override
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public void draw(Player player){
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float scl = scld(player);
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if(scl < 0.01f) return;
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float alpha = Core.batch.getColor().a;
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Graphics.shader();
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Graphics.setAdditiveBlending();
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Draw.color(Palette.lancerLaser);
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Draw.alpha(scl/2f);
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Draw.rect(shield, player.snappedX() + Mathf.range(scl/2f), player.snappedY() + Mathf.range(scl/2f), player.rotation - 90);
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Graphics.setNormalBlending();
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Graphics.shader(Shaders.mix);
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Draw.color();
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Draw.alpha(alpha);
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}
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float scld(Player player){
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return Mathf.clamp((player.getVelocity().len() - minV) / (maxV - minV));
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}
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};
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trident = new Mech("trident-ship", true){{
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drillPower = 1;
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@@ -32,7 +32,7 @@ public class Weapons implements ContentList{
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healBlaster = new Weapon("heal-blaster"){{
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length = 1.5f;
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reload = 30f;
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reload = 24f;
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roundrobin = false;
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ejectEffect = Fx.none;
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recoil = 2f;
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@@ -41,12 +41,14 @@ public class Weapons implements ContentList{
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missiles = new Weapon("missiles"){{
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length = 1.5f;
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reload = 40f;
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shots = 2;
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inaccuracy = 10f;
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reload = 60f;
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shots = 4;
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inaccuracy = 2f;
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roundrobin = false;
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roundrobin = true;
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ejectEffect = Fx.none;
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velocityRnd = 0.2f;
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spacing = 1f;
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ammo = AmmoTypes.weaponMissile;
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}};
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@@ -55,6 +57,7 @@ public class Weapons implements ContentList{
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recoil = 4f;
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reload = 60f;
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shots = 4;
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spacing = 8f;
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inaccuracy = 8f;
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roundrobin = false;
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roundrobin = true;
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@@ -2,10 +2,13 @@ package io.anuke.mindustry.content.bullets;
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import com.badlogic.gdx.graphics.Color;
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import io.anuke.mindustry.content.fx.BulletFx;
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import io.anuke.mindustry.entities.bullet.Bullet;
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import io.anuke.mindustry.entities.bullet.BulletType;
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import io.anuke.mindustry.entities.bullet.MissileBulletType;
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import io.anuke.mindustry.graphics.Palette;
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import io.anuke.mindustry.type.ContentList;
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import io.anuke.ucore.core.Timers;
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import io.anuke.ucore.util.Mathf;
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public class MissileBullets extends BulletList implements ContentList{
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public static BulletType explosive, incindiary, surge, javelin, swarm;
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@@ -52,18 +55,27 @@ public class MissileBullets extends BulletList implements ContentList{
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}
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};
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javelin = new MissileBulletType(2.5f, 14, "missile"){
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javelin = new MissileBulletType(5f, 10.5f, "missile"){
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{
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bulletWidth = 8f;
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bulletHeight = 8f;
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bulletShrink = 0f;
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drag = -0.02f;
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drag = -0.003f;
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keepVelocity = false;
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splashDamageRadius = 25f;
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splashDamage = 11f;
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splashDamageRadius = 20f;
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splashDamage = 3f;
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lifetime = 90f;
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trailColor = Color.valueOf("b6c6fd");
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hiteffect = BulletFx.blastExplosion;
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despawneffect = BulletFx.blastExplosion;
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backColor = Palette.bulletYellowBack;
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frontColor = Palette.bulletYellow;
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}
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@Override
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public void update(Bullet b){
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super.update(b);
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b.getVelocity().rotate(Mathf.sin(Timers.time() + b.id * 4422, 8f, 2f));
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}
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};
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@@ -84,6 +96,12 @@ public class MissileBullets extends BulletList implements ContentList{
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hiteffect = BulletFx.blastExplosion;
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despawneffect = BulletFx.blastExplosion;
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}
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@Override
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public void update(Bullet b){
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super.update(b);
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b.getVelocity().rotate(Mathf.sin(Timers.time() + b.id * 4422, 8f, 2f));
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}
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};
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}
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}
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@@ -36,7 +36,7 @@ public class TurretBullets extends BulletList implements ContentList{
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public void load(){
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healBullet = new BulletType(5.2f, 19){
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float healAmount = 20f;
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float healAmount = 21f;
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{
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hiteffect = BulletFx.hitLaser;
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@@ -360,9 +360,9 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
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if(mech.flying || boostHeat > 0.001f){
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float wobblyness = 0.6f;
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trail.update(x + Angles.trnsx(rotation + 180f, 5f) + Mathf.range(wobblyness),
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if(!state.isPaused()) trail.update(x + Angles.trnsx(rotation + 180f, 5f) + Mathf.range(wobblyness),
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y + Angles.trnsy(rotation + 180f, 5f) + Mathf.range(wobblyness));
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trail.draw(Hue.mix(mech.trailColor, mech.trailColorTo, boostHeat, Tmp.c1), 5f * (isFlying() ? 1f : boostHeat));
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trail.draw(Hue.mix(mech.trailColor, mech.trailColorTo, mech.flying ? 0f : boostHeat, Tmp.c1), 5f * (isFlying() ? 1f : boostHeat));
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}else{
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trail.clear();
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}
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@@ -587,7 +587,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
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float baseLerp = mech.getRotationAlpha(this);
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if(!isShooting()){
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if(!movement.isZero()){
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rotation = Mathf.slerpDelta(rotation, movement.angle(), 0.13f * baseLerp);
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rotation = Mathf.slerpDelta(rotation, mech.flying ? velocity.angle() : movement.angle(), 0.13f * baseLerp);
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}
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}else{
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float angle = control.input(playerIndex).mouseAngle(x, y);
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@@ -36,7 +36,7 @@ public class BasicBulletType extends BulletType{
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public float incendChance = 1f;
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public float homingPower = 0f;
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public float homingRange = 40f;
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public float homingRange = 50f;
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public TextureRegion backRegion;
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public TextureRegion frontRegion;
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@@ -14,7 +14,7 @@ public class MissileBulletType extends BasicBulletType{
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super(speed, damage, bulletSprite);
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backColor = Palette.missileYellowBack;
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frontColor = Palette.missileYellow;
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homingPower = 6f;
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homingPower = 7f;
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}
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@Override
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@@ -149,7 +149,7 @@ public class Lightning extends TimedEntity implements Poolable, DrawTrait{
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Draw.color(color, Color.WHITE, fin());
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for(int i = 0; i < lines.size; i++){
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Vector2 v = lines.get(i);
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Lines.stroke(fout() * 3f + 1f - (float) i / lines.size);
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Lines.stroke(fout() * 3f * (1.5f - (float) i / lines.size));
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Lines.line(lx, ly, v.x, v.y);
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lx = v.x;
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ly = v.y;
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