Merged current Anuke master into branch
This commit is contained in:
@@ -43,43 +43,46 @@ public class Recipes implements ContentList{
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new Recipe(defense, DefenseBlocks.surgeWallLarge, new ItemStack(Items.surgealloy, 12 * 4));
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//projectors
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new Recipe(defense, DefenseBlocks.mendProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 50), new ItemStack(Items.silicon, 180));
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new Recipe(defense, DefenseBlocks.overdriveProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250));
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new Recipe(defense, DefenseBlocks.forceProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250));
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new Recipe(effect, DefenseBlocks.mendProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 50), new ItemStack(Items.silicon, 180));
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new Recipe(effect, DefenseBlocks.overdriveProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250));
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new Recipe(effect, DefenseBlocks.forceProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250));
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//extra blocks
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new Recipe(defense, DefenseBlocks.shockMine, new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 25))
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new Recipe(effect, StorageBlocks.unloader, new ItemStack(Items.densealloy, 50), new ItemStack(Items.silicon, 60));
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new Recipe(effect, StorageBlocks.container, new ItemStack(Items.densealloy, 200));
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new Recipe(effect, StorageBlocks.vault, new ItemStack(Items.densealloy, 500), new ItemStack(Items.thorium, 250));
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new Recipe(effect, DefenseBlocks.shockMine, new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 25))
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.setDependencies(Items.blastCompound);
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//TURRETS
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new Recipe(weapon, TurretBlocks.duo, new ItemStack(Items.copper, 40)).setAlwaysUnlocked(true);
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new Recipe(weapon, TurretBlocks.arc, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 30), new ItemStack(Items.silicon, 20));
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new Recipe(weapon, TurretBlocks.hail, new ItemStack(Items.copper, 60), new ItemStack(Items.densealloy, 35));
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new Recipe(weapon, TurretBlocks.lancer, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 100), new ItemStack(Items.silicon, 90));
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new Recipe(weapon, TurretBlocks.wave, new ItemStack(Items.densealloy, 60), new ItemStack(Items.titanium, 70), new ItemStack(Items.lead, 150));
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new Recipe(weapon, TurretBlocks.salvo, new ItemStack(Items.copper, 210), new ItemStack(Items.densealloy, 190), new ItemStack(Items.thorium, 130));
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new Recipe(weapon, TurretBlocks.swarmer, new ItemStack(Items.densealloy, 70), new ItemStack(Items.titanium, 70), new ItemStack(Items.plastanium, 90), new ItemStack(Items.silicon, 60));
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new Recipe(weapon, TurretBlocks.ripple, new ItemStack(Items.copper, 300), new ItemStack(Items.densealloy, 220), new ItemStack(Items.thorium, 120));
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new Recipe(weapon, TurretBlocks.cyclone, new ItemStack(Items.copper, 400), new ItemStack(Items.densealloy, 400), new ItemStack(Items.surgealloy, 200), new ItemStack(Items.plastanium, 150));
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new Recipe(weapon, TurretBlocks.fuse, new ItemStack(Items.copper, 450), new ItemStack(Items.densealloy, 450), new ItemStack(Items.surgealloy, 250));
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new Recipe(weapon, TurretBlocks.spectre, new ItemStack(Items.copper, 700), new ItemStack(Items.densealloy, 600), new ItemStack(Items.surgealloy, 500), new ItemStack(Items.plastanium, 350), new ItemStack(Items.thorium, 500));
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new Recipe(weapon, TurretBlocks.meltdown, new ItemStack(Items.copper, 500), new ItemStack(Items.lead, 700), new ItemStack(Items.densealloy, 600), new ItemStack(Items.surgealloy, 650), new ItemStack(Items.silicon, 650));
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new Recipe(turret, TurretBlocks.duo, new ItemStack(Items.copper, 40)).setAlwaysUnlocked(true);
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new Recipe(turret, TurretBlocks.arc, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 30), new ItemStack(Items.silicon, 20));
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new Recipe(turret, TurretBlocks.hail, new ItemStack(Items.copper, 60), new ItemStack(Items.densealloy, 35));
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new Recipe(turret, TurretBlocks.lancer, new ItemStack(Items.copper, 50), new ItemStack(Items.lead, 100), new ItemStack(Items.silicon, 90));
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new Recipe(turret, TurretBlocks.wave, new ItemStack(Items.densealloy, 60), new ItemStack(Items.titanium, 70), new ItemStack(Items.lead, 150));
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new Recipe(turret, TurretBlocks.salvo, new ItemStack(Items.copper, 210), new ItemStack(Items.densealloy, 190), new ItemStack(Items.thorium, 130));
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new Recipe(turret, TurretBlocks.swarmer, new ItemStack(Items.densealloy, 70), new ItemStack(Items.titanium, 70), new ItemStack(Items.plastanium, 90), new ItemStack(Items.silicon, 60));
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new Recipe(turret, TurretBlocks.ripple, new ItemStack(Items.copper, 300), new ItemStack(Items.densealloy, 220), new ItemStack(Items.thorium, 120));
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new Recipe(turret, TurretBlocks.cyclone, new ItemStack(Items.copper, 400), new ItemStack(Items.densealloy, 400), new ItemStack(Items.surgealloy, 200), new ItemStack(Items.plastanium, 150));
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new Recipe(turret, TurretBlocks.fuse, new ItemStack(Items.copper, 450), new ItemStack(Items.densealloy, 450), new ItemStack(Items.surgealloy, 250));
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new Recipe(turret, TurretBlocks.spectre, new ItemStack(Items.copper, 700), new ItemStack(Items.densealloy, 600), new ItemStack(Items.surgealloy, 500), new ItemStack(Items.plastanium, 350), new ItemStack(Items.thorium, 500));
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new Recipe(turret, TurretBlocks.meltdown, new ItemStack(Items.copper, 500), new ItemStack(Items.lead, 700), new ItemStack(Items.densealloy, 600), new ItemStack(Items.surgealloy, 650), new ItemStack(Items.silicon, 650));
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//DISTRIBUTION
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new Recipe(distribution, DistributionBlocks.conveyor, new ItemStack(Items.copper, 1)).setAlwaysUnlocked(true);
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new Recipe(distribution, DistributionBlocks.titaniumconveyor, new ItemStack(Items.copper, 2), new ItemStack(Items.titanium, 1));
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new Recipe(distribution, DistributionBlocks.phaseConveyor, new ItemStack(Items.phasefabric, 10), new ItemStack(Items.silicon, 15), new ItemStack(Items.lead, 20), new ItemStack(Items.densealloy, 20));
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//starter lead transportation
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//starter transport
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new Recipe(distribution, DistributionBlocks.junction, new ItemStack(Items.copper, 2)).setAlwaysUnlocked(true);
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new Recipe(distribution, DistributionBlocks.router, new ItemStack(Items.copper, 6)).setAlwaysUnlocked(true);
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//advanced densealloy transporation
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//advanced densealloy transporat
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new Recipe(distribution, DistributionBlocks.distributor, new ItemStack(Items.densealloy, 8), new ItemStack(Items.copper, 8));
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new Recipe(distribution, DistributionBlocks.sorter, new ItemStack(Items.densealloy, 4), new ItemStack(Items.copper, 4));
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new Recipe(distribution, DistributionBlocks.overflowGate, new ItemStack(Items.densealloy, 4), new ItemStack(Items.copper, 8));
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new Recipe(distribution, DistributionBlocks.itemBridge, new ItemStack(Items.densealloy, 8), new ItemStack(Items.copper, 8));
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new Recipe(distribution, DistributionBlocks.massDriver, new ItemStack(Items.densealloy, 400), new ItemStack(Items.silicon, 300), new ItemStack(Items.lead, 400), new ItemStack(Items.thorium, 250));
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new Recipe(distribution, DistributionBlocks.massDriver, new ItemStack(Items.densealloy, 250), new ItemStack(Items.silicon, 150), new ItemStack(Items.lead, 250), new ItemStack(Items.thorium, 100));
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//CRAFTING
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@@ -131,9 +134,6 @@ public class Recipes implements ContentList{
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new Recipe(power, PowerBlocks.thoriumReactor, new ItemStack(Items.lead, 600), new ItemStack(Items.silicon, 400), new ItemStack(Items.densealloy, 300), new ItemStack(Items.thorium, 300));
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new Recipe(power, PowerBlocks.rtgGenerator, new ItemStack(Items.lead, 200), new ItemStack(Items.silicon, 150), new ItemStack(Items.phasefabric, 50), new ItemStack(Items.plastanium, 150), new ItemStack(Items.thorium, 100));
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new Recipe(distribution, StorageBlocks.unloader, new ItemStack(Items.densealloy, 50), new ItemStack(Items.silicon, 60));
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new Recipe(distribution, StorageBlocks.container, new ItemStack(Items.densealloy, 200));
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new Recipe(distribution, StorageBlocks.vault, new ItemStack(Items.densealloy, 500), new ItemStack(Items.thorium, 250));
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//core disabled due to being broken
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/*new Recipe(distribution, StorageBlocks.core,
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new ItemStack(Items.copper, 2000), new ItemStack(Items.densealloy, 1500),
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@@ -153,16 +153,16 @@ public class Recipes implements ContentList{
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//UNITS
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//bodies
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new Recipe(units, UpgradeBlocks.dartPad, new ItemStack(Items.lead, 150), new ItemStack(Items.copper, 150), new ItemStack(Items.silicon, 200), new ItemStack(Items.titanium, 240)).setVisible(RecipeVisibility.desktopOnly);
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new Recipe(units, UpgradeBlocks.tridentPad, new ItemStack(Items.lead, 250), new ItemStack(Items.copper, 250), new ItemStack(Items.silicon, 250), new ItemStack(Items.titanium, 300), new ItemStack(Items.plastanium, 200));
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new Recipe(units, UpgradeBlocks.javelinPad, new ItemStack(Items.lead, 350), new ItemStack(Items.silicon, 450), new ItemStack(Items.titanium, 500), new ItemStack(Items.plastanium, 400), new ItemStack(Items.phasefabric, 200));
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new Recipe(units, UpgradeBlocks.glaivePad, new ItemStack(Items.lead, 450), new ItemStack(Items.silicon, 650), new ItemStack(Items.titanium, 700), new ItemStack(Items.plastanium, 600), new ItemStack(Items.surgealloy, 200));
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//upgrades
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new Recipe(upgrade, UpgradeBlocks.dartPad, new ItemStack(Items.lead, 150), new ItemStack(Items.copper, 150), new ItemStack(Items.silicon, 200), new ItemStack(Items.titanium, 240)).setVisible(RecipeVisibility.desktopOnly);
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new Recipe(upgrade, UpgradeBlocks.tridentPad, new ItemStack(Items.lead, 250), new ItemStack(Items.copper, 250), new ItemStack(Items.silicon, 250), new ItemStack(Items.titanium, 300), new ItemStack(Items.plastanium, 200));
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new Recipe(upgrade, UpgradeBlocks.javelinPad, new ItemStack(Items.lead, 350), new ItemStack(Items.silicon, 450), new ItemStack(Items.titanium, 500), new ItemStack(Items.plastanium, 400), new ItemStack(Items.phasefabric, 200));
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new Recipe(upgrade, UpgradeBlocks.glaivePad, new ItemStack(Items.lead, 450), new ItemStack(Items.silicon, 650), new ItemStack(Items.titanium, 700), new ItemStack(Items.plastanium, 600), new ItemStack(Items.surgealloy, 200));
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new Recipe(units, UpgradeBlocks.alphaPad, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 100), new ItemStack(Items.copper, 150)).setVisible(RecipeVisibility.mobileOnly);
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new Recipe(units, UpgradeBlocks.tauPad, new ItemStack(Items.lead, 250), new ItemStack(Items.densealloy, 250), new ItemStack(Items.copper, 250), new ItemStack(Items.silicon, 250));
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new Recipe(units, UpgradeBlocks.deltaPad, new ItemStack(Items.lead, 350), new ItemStack(Items.densealloy, 350), new ItemStack(Items.copper, 400), new ItemStack(Items.silicon, 450), new ItemStack(Items.thorium, 300));
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new Recipe(units, UpgradeBlocks.omegaPad, new ItemStack(Items.lead, 450), new ItemStack(Items.densealloy, 550), new ItemStack(Items.silicon, 650), new ItemStack(Items.thorium, 600), new ItemStack(Items.surgealloy, 240));
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new Recipe(upgrade, UpgradeBlocks.alphaPad, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 100), new ItemStack(Items.copper, 150)).setVisible(RecipeVisibility.mobileOnly);
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new Recipe(upgrade, UpgradeBlocks.tauPad, new ItemStack(Items.lead, 250), new ItemStack(Items.densealloy, 250), new ItemStack(Items.copper, 250), new ItemStack(Items.silicon, 250));
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new Recipe(upgrade, UpgradeBlocks.deltaPad, new ItemStack(Items.lead, 350), new ItemStack(Items.densealloy, 350), new ItemStack(Items.copper, 400), new ItemStack(Items.silicon, 450), new ItemStack(Items.thorium, 300));
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new Recipe(upgrade, UpgradeBlocks.omegaPad, new ItemStack(Items.lead, 450), new ItemStack(Items.densealloy, 550), new ItemStack(Items.silicon, 650), new ItemStack(Items.thorium, 600), new ItemStack(Items.surgealloy, 240));
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//actual unit related stuff
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new Recipe(units, UnitBlocks.spiritFactory, new ItemStack(Items.copper, 70), new ItemStack(Items.lead, 110), new ItemStack(Items.silicon, 130));
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@@ -37,6 +37,7 @@ public class UnitTypes implements ContentList{
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};
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spirit = new UnitType("spirit", Spirit.class, Spirit::new){{
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weapon = Weapons.healBlasterDrone;
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isFlying = true;
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drag = 0.01f;
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speed = 0.2f;
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@@ -7,7 +7,7 @@ import io.anuke.mindustry.type.ContentType;
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import io.anuke.mindustry.type.Weapon;
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public class Weapons implements ContentList{
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public static Weapon blaster, blasterSmall, glaiveBlaster, droneBlaster, healBlaster, chainBlaster, shockgun,
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public static Weapon blaster, blasterSmall, glaiveBlaster, droneBlaster, healBlaster, healBlasterDrone, chainBlaster, shockgun,
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sapper, swarmer, bomber, bomberTrident, flakgun, flamethrower, missiles, artillery, laserBurster;
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@Override
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@@ -169,6 +169,16 @@ public class Weapons implements ContentList{
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ejectEffect = Fx.none;
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ammo = AmmoTypes.lancerLaser;
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}};
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healBlasterDrone = new Weapon("heal-blaster"){{
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length = 1.5f;
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reload = 40f;
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width = 0.5f;
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roundrobin = true;
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ejectEffect = Fx.none;
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recoil = 2f;
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ammo = AmmoTypes.healBlaster;
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}};
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}
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@Override
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@@ -33,9 +33,9 @@ public class DistributionBlocks extends BlockList implements ContentList{
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}};
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phaseConveyor = new ItemBridge("phase-conveyor"){{
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range = 11;
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range = 12;
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hasPower = true;
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consumes.powerDirect(0.05f);
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consumes.powerDirect(0.03f);
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}};
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sorter = new Sorter("sorter");
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@@ -50,8 +50,8 @@ public class DistributionBlocks extends BlockList implements ContentList{
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massDriver = new MassDriver("mass-driver"){{
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size = 3;
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itemCapacity = 80;
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range = 340f;
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itemCapacity = 60;
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range = 440f;
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}};
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}
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}
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@@ -69,9 +69,9 @@ public class LiquidBlocks extends BlockList implements ContentList{
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}};
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phaseConduit = new LiquidBridge("phase-conduit"){{
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range = 11;
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range = 12;
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hasPower = true;
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consumes.powerDirect(0.05f);
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consumes.powerDirect(0.03f);
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}};
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}
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}
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@@ -32,24 +32,13 @@ public class TurretBlocks extends BlockList implements ContentList{
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hail = new ArtilleryTurret("hail"){{
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ammoTypes = new AmmoType[]{AmmoTypes.artilleryDense, AmmoTypes.artilleryHoming, AmmoTypes.artilleryIncindiary};
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reload = 70f;
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reload = 60f;
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recoil = 2f;
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range = 230f;
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inaccuracy = 1f;
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shootCone = 10f;
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health = 120;
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}};
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/*
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scatter = new BurstTurret("scatter"){{
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ammoTypes = new AmmoType[]{AmmoTypes.flakCopper};
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reload = 70f;
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recoil = 2f;
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shots = 3;
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range = 220f;
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inaccuracy = 2f;
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shootCone = 40f;
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health = 120;
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}};*/
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scorch = new LiquidTurret("scorch"){
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protected TextureRegion shootRegion;
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@@ -117,11 +106,11 @@ public class TurretBlocks extends BlockList implements ContentList{
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arc = new PowerTurret("arc"){{
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shootType = AmmoTypes.arc;
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reload = 55f;
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reload = 85f;
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shootShake = 1f;
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shootCone = 40f;
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rotatespeed = 8f;
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powerUsed = 7 / 30f;
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powerUsed = 10f;
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consumes.powerBuffered(30f);
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range = 150f;
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shootEffect = ShootFx.lightningShoot;
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@@ -132,7 +121,7 @@ public class TurretBlocks extends BlockList implements ContentList{
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swarmer = new BurstTurret("swarmer"){{
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ammoTypes = new AmmoType[]{AmmoTypes.missileExplosive, AmmoTypes.missileIncindiary, AmmoTypes.missileSurge};
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reload = 60f;
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reload = 50f;
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shots = 4;
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burstSpacing = 5;
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inaccuracy = 10f;
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@@ -156,7 +145,7 @@ public class TurretBlocks extends BlockList implements ContentList{
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size = 2;
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range = 120f;
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ammoTypes = new AmmoType[]{AmmoTypes.bulletCopper, AmmoTypes.bulletDense, AmmoTypes.bulletPyratite, AmmoTypes.bulletThorium, AmmoTypes.bulletSilicon};
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reload = 40f;
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reload = 35f;
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restitution = 0.03f;
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ammoEjectBack = 3f;
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cooldown = 0.03f;
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@@ -216,7 +205,6 @@ public class TurretBlocks extends BlockList implements ContentList{
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}};
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fuse = new ItemTurret("fuse"){{
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//TODO make it use power
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ammoTypes = new AmmoType[]{AmmoTypes.fuseShotgun};
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reload = 50f;
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shootShake = 4f;
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@@ -21,7 +21,7 @@ public class UnitBlocks extends BlockList implements ContentList{
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produceTime = 5700;
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size = 2;
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consumes.powerDirect(0.08f);
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consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 30), new ItemStack(Items.lead, 30)});
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consumes.items(new ItemStack(Items.silicon, 30), new ItemStack(Items.lead, 30));
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}};
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phantomFactory = new UnitFactory("phantom-factory"){{
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@@ -29,7 +29,7 @@ public class UnitBlocks extends BlockList implements ContentList{
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produceTime = 7300;
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size = 2;
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consumes.powerDirect(0.2f);
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consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 70), new ItemStack(Items.lead, 80), new ItemStack(Items.titanium, 80)});
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consumes.items(new ItemStack(Items.silicon, 70), new ItemStack(Items.lead, 80), new ItemStack(Items.titanium, 80));
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}};
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wraithFactory = new UnitFactory("wraith-factory"){{
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@@ -37,7 +37,7 @@ public class UnitBlocks extends BlockList implements ContentList{
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produceTime = 1800;
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size = 2;
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consumes.powerDirect(0.1f);
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consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 10), new ItemStack(Items.titanium, 10)});
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consumes.items(new ItemStack(Items.silicon, 10), new ItemStack(Items.titanium, 10));
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}};
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ghoulFactory = new UnitFactory("ghoul-factory"){{
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@@ -46,7 +46,7 @@ public class UnitBlocks extends BlockList implements ContentList{
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size = 3;
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consumes.powerDirect(0.2f);
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shadow = "shadow-round-3";
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consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 30), new ItemStack(Items.titanium, 30), new ItemStack(Items.plastanium, 20)});
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consumes.items(new ItemStack(Items.silicon, 30), new ItemStack(Items.titanium, 30), new ItemStack(Items.plastanium, 20));
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}};
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revenantFactory = new UnitFactory("revenant-factory"){{
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@@ -55,7 +55,7 @@ public class UnitBlocks extends BlockList implements ContentList{
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size = 4;
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consumes.powerDirect(0.3f);
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shadow = "shadow-round-4";
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consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 80), new ItemStack(Items.titanium, 80), new ItemStack(Items.plastanium, 50)});
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consumes.items(new ItemStack(Items.silicon, 80), new ItemStack(Items.titanium, 80), new ItemStack(Items.plastanium, 50));
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}};
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daggerFactory = new UnitFactory("dagger-factory"){{
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@@ -63,7 +63,7 @@ public class UnitBlocks extends BlockList implements ContentList{
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produceTime = 1700;
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size = 2;
|
||||
consumes.powerDirect(0.05f);
|
||||
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 10)});
|
||||
consumes.items(new ItemStack(Items.silicon, 10));
|
||||
}};
|
||||
|
||||
titanFactory = new UnitFactory("titan-factory"){{
|
||||
@@ -72,7 +72,7 @@ public class UnitBlocks extends BlockList implements ContentList{
|
||||
size = 3;
|
||||
consumes.powerDirect(0.15f);
|
||||
shadow = "shadow-round-3";
|
||||
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 20), new ItemStack(Items.thorium, 30)});
|
||||
consumes.items(new ItemStack(Items.silicon, 20), new ItemStack(Items.thorium, 30));
|
||||
}};
|
||||
|
||||
fortressFactory = new UnitFactory("fortress-factory"){{
|
||||
@@ -81,7 +81,7 @@ public class UnitBlocks extends BlockList implements ContentList{
|
||||
size = 3;
|
||||
consumes.powerDirect(0.2f);
|
||||
shadow = "shadow-round-3";
|
||||
consumes.items(new ItemStack[]{new ItemStack(Items.silicon, 40), new ItemStack(Items.thorium, 50)});
|
||||
consumes.items(new ItemStack(Items.silicon, 40), new ItemStack(Items.thorium, 50));
|
||||
}};
|
||||
|
||||
repairPoint = new RepairPoint("repair-point"){{
|
||||
|
||||
@@ -43,7 +43,7 @@ public class TurretBullets extends BulletList implements ContentList{
|
||||
};
|
||||
|
||||
healBullet = new BulletType(5.2f, 13){
|
||||
float healAmount = 21f;
|
||||
float healPercent = 3f;
|
||||
|
||||
{
|
||||
hiteffect = BulletFx.hitLaser;
|
||||
@@ -51,6 +51,11 @@ public class TurretBullets extends BulletList implements ContentList{
|
||||
collidesTeam = true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean collides(Bullet b, Tile tile){
|
||||
return tile.getTeam() != b.getTeam() || tile.entity.healthf() < 1f;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void draw(Bullet b){
|
||||
Draw.color(Palette.heal);
|
||||
@@ -67,8 +72,8 @@ public class TurretBullets extends BulletList implements ContentList{
|
||||
tile = tile.target();
|
||||
|
||||
if(tile.getTeam() == b.getTeam() && !(tile.block() instanceof BuildBlock)){
|
||||
Effects.effect(BlockFx.healBlock, tile.drawx(), tile.drawy(), tile.block().size);
|
||||
tile.entity.healBy(healAmount);
|
||||
Effects.effect(BlockFx.healBlockFull, Palette.heal, tile.drawx(), tile.drawy(), tile.block().size);
|
||||
tile.entity.healBy(healPercent / 100f * tile.entity.maxHealth());
|
||||
}
|
||||
}
|
||||
};
|
||||
@@ -304,7 +309,7 @@ public class TurretBullets extends BulletList implements ContentList{
|
||||
}
|
||||
};
|
||||
|
||||
arc = new BulletType(0.001f, 30){
|
||||
arc = new BulletType(0.001f, 26){
|
||||
{
|
||||
lifetime = 1;
|
||||
despawneffect = Fx.none;
|
||||
|
||||
Reference in New Issue
Block a user