Better weapon shooting implementation
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@@ -3354,14 +3354,14 @@ public class Blocks{
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targetAir = false;
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shootShake = 4f;
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recoilAmount = 1f;
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reloadTime = 60f * 2f;
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reloadTime = 60f * 2.3f;
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shootLength = 7f;
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rotateSpeed = 1.4f;
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minWarmup = 0.85f;
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shootWarmupSpeed = 0.07f;
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coolant = consume(new ConsumeLiquid(Liquids.water, 30f / 60f));
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coolantMultiplier = 2.5f;
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coolantMultiplier = 1.5f;
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draw = new DrawTurret("reinforced-"){{
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parts.addAll(
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@@ -1515,7 +1515,7 @@ public class Fx{
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color(Color.white, e.color, e.fin());
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rand.setSeed(e.id);
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for(int i = 0; i < 10; i++){
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for(int i = 0; i < 8; i++){
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float rot = e.rotation + rand.range(22f);
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v.trns(rot, rand.random(e.finpow() * 24f));
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Fill.poly(e.x + v.x, e.y + v.y, 4, e.fout() * 3.8f + 0.2f, rand.random(360f));
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@@ -479,7 +479,7 @@ public class UnitTypes{
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despawnEffect = Fx.smokeCloud;
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smokeEffect = Fx.none;
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shootEffect = Fx.greenLaserChargeSmall;
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chargeEffect = Fx.greenLaserChargeSmall;
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incendChance = 0.1f;
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incendSpread = 5f;
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@@ -566,7 +566,7 @@ public class UnitTypes{
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largeHit = true;
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lightColor = lightningColor = Pal.heal;
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shootEffect = Fx.greenLaserCharge;
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chargeEffect = Fx.greenLaserCharge;
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healPercent = 25f;
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collidesTeam = true;
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@@ -1209,7 +1209,7 @@ public class UnitTypes{
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shadow = 7f;
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rotate = true;
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recoil = 0.5f;
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shootY = 7.25f;
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bullet = fragBullet;
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}},
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new Weapon("large-artillery"){{
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@@ -1222,6 +1222,7 @@ public class UnitTypes{
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shootSound = Sounds.shoot;
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rotate = true;
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shadow = 12f;
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shootY = 7.25f;
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bullet = fragBullet;
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}});
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}};
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@@ -2481,6 +2482,8 @@ public class UnitTypes{
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heatColor = Color.valueOf("f9350f");
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cooldownTime = 30f;
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shots = 2;
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bullet = new BasicBulletType(5f, 50){{
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sprite = "missile-large";
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smokeEffect = Fx.shootBigSmoke;
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@@ -2887,11 +2890,11 @@ public class UnitTypes{
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x = 43 / 4f;
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y = -20f / 4f;
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shootY = 39 / 4f;
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shootY = 37 / 4f;
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shootX = -5f / 4f;
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recoil = 3f;
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reload = 30f;
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shake = 3f;
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shake = 2f;
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cooldownTime = 20f;
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layerOffset = 0.02f;
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