Fill#rect bugfix
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@@ -2863,31 +2863,32 @@ public class Blocks{
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fracture = new ItemTurret("fracture"){{
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requirements(Category.turret, with(Items.tungsten, 35, Items.silicon, 35));
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ammo(
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Items.tungsten, new BasicBulletType(5f, 20){{
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velocityInaccuracy = 0.2f;
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width = 6f;
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height = 12f;
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Items.tungsten, new ContinuousFlameBulletType(20f){{
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length = 90f;
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shootEffect = Fx.colorSpark;
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smokeEffect = Fx.shootBigSmoke;
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ammoMultiplier = 2;
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pierce = true;
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pierceBuilding = true;
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hitColor = backColor = trailColor = Items.tungsten.color;
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frontColor = Color.white;
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trailWidth = 1f;
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trailLength = 4;
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knockback = 4f;
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status = StatusEffects.slow;
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hitColor = Items.tungsten.color;
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lifetime = 16f;
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despawnEffect = Fx.none;
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drawFlare = false;
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lengthInterp = f -> Interp.pow2In.apply(1f - f);
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//TODO different effect?
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hitEffect = despawnEffect = Fx.hitBulletColor;
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hitEffect = Fx.hitBulletColor;
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}}
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);
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acceptCoolant = false;
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consumes.liquid(Liquids.hydrogen, 1.5f / 60f);
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shots = 5;
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shots = 1;
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//TODO cool reload animation
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draw = new DrawTurret("reinforced-");
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shootLength = 8f;
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shootShake = 2f;
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shootLength = 6f;
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outlineColor = Pal.darkOutline;
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size = 2;
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envEnabled |= Env.space;
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@@ -2895,11 +2896,9 @@ public class Blocks{
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restitution = 0.03f;
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range = 90;
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shootCone = 15f;
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inaccuracy = 20f;
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inaccuracy = 0f;
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health = 300 * size * size;
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rotateSpeed = 1.8f;
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limitRange();
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rotateSpeed = 3f;
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}};
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//TODO implementation, better name
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