Fixed continuous weapon sounds / Improved naval support audio
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@@ -1780,6 +1780,7 @@ public class UnitTypes implements ContentList{
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shots = 3;
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shotDelay = 7f;
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x = y = shootX = shootY = 0f;
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shootSound = Sounds.mineDeploy;
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bullet = new BasicBulletType(){{
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sprite = "mine-bullet";
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@@ -2150,6 +2151,8 @@ public class UnitTypes implements ContentList{
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shootY = 7f;
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recoil = 4f;
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cooldownTime = reload - 10f;
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//TODO better sound
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shootSound = Sounds.laser;
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bullet = new EmpBulletType(){{
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float rad = 100f;
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@@ -2182,6 +2185,7 @@ public class UnitTypes implements ContentList{
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hitShake = 4f;
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trailRotation = true;
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status = StatusEffects.electrified;
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hitSound = Sounds.plasmaboom;
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trailEffect = new Effect(16f, e -> {
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color(Pal.heal);
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@@ -1,6 +1,7 @@
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package mindustry.entities.abilities;
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import arc.*;
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import arc.audio.*;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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import arc.math.*;
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@@ -19,6 +20,7 @@ public class EnergyFieldAbility extends Ability{
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public float damage = 1, reload = 100, range = 60;
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public Effect healEffect = Fx.heal, hitEffect = Fx.hitLaserBlast, damageEffect = Fx.chainLightning;
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public StatusEffect status = StatusEffects.electrified;
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public Sound shootSound = Sounds.spark;
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public float statusDuration = 60f * 6f;
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public float x, y;
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public boolean hitBuildings = true;
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@@ -139,6 +141,10 @@ public class EnergyFieldAbility extends Ability{
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}
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}
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if(anyNearby){
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shootSound.at(unit);
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}
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timer = 0f;
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}
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}
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@@ -249,7 +249,7 @@ public class Weapon implements Cloneable{
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unit.vel.add(Tmp.v1.trns(unit.rotation + 180f, mount.bullet.type.recoil));
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if(shootSound != Sounds.none && !headless){
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if(mount.sound == null) mount.sound = new SoundLoop(shootSound, 1f);
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mount.sound.update(x, y, true);
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mount.sound.update(bulletX, bulletY, true);
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}
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}
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}else{
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@@ -323,6 +323,9 @@ public class Weapon implements Cloneable{
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Time.run(sequenceNum * shotDelay + firstShotDelay, () -> {
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if(!unit.isAdded()) return;
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mount.bullet = bullet(unit, shootX + unit.x - baseX, shootY + unit.y - baseY, f + Mathf.range(inaccuracy), lifeScl);
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if(!continuous){
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shootSound.at(shootX, shootY, Mathf.random(soundPitchMin, soundPitchMax));
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}
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});
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sequenceNum++;
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});
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