WIP 'bulwark' unit
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Before Width: | Height: | Size: 770 B After Width: | Height: | Size: 764 B |
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Before Width: | Height: | Size: 765 B After Width: | Height: | Size: 767 B |
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Before Width: | Height: | Size: 3.1 KiB After Width: | Height: | Size: 3.1 KiB |
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After Width: | Height: | Size: 1.0 KiB |
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After Width: | Height: | Size: 647 B |
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After Width: | Height: | Size: 775 B |
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After Width: | Height: | Size: 691 B |
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After Width: | Height: | Size: 3.1 KiB |
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After Width: | Height: | Size: 1.7 KiB |
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After Width: | Height: | Size: 1.2 KiB |
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After Width: | Height: | Size: 2.9 KiB |
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Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 1.7 KiB |
@@ -494,3 +494,4 @@
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63210=eruption-drill|block-eruption-drill-ui
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63209=ship-assembler|block-ship-assembler-ui
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63208=quell-missile|unit-quell-missile-ui
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63207=bulwark|unit-bulwark-ui
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@@ -34,7 +34,7 @@ public class UnitTypes{
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public static @EntityDef(value = {Unitc.class, Mechc.class}, legacy = true) UnitType nova, pulsar, quasar;
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//legs
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public static @EntityDef({Unitc.class, Legsc.class}) UnitType corvus, atrax;
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public static @EntityDef({Unitc.class, Legsc.class}) UnitType corvus, atrax, bulwark;
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//legs, legacy
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public static @EntityDef(value = {Unitc.class, Legsc.class}, legacy = true) UnitType spiroct, arkyid, toxopid;
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@@ -2440,7 +2440,7 @@ public class UnitTypes{
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layerOffset = 0.0001f;
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reload = 120f;
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shootY = 71f / 4f;
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shake = 4f;
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shake = 5f;
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recoil = 4f;
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rotate = true;
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rotateSpeed = 1f;
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@@ -2448,12 +2448,14 @@ public class UnitTypes{
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x = 0f;
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y = 0;
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shadow = 28f;
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heatColor = Color.valueOf("f9350f");
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cooldownTime = 80f;
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bullet = new BasicBulletType(7f, 90){{
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bullet = new BasicBulletType(8f, 100){{
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sprite = "missile-large";
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width = 9f;
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width = 9.5f;
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height = 15f;
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lifetime = 33f;
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lifetime = 32f;
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hitSize = 6f;
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shootEffect = Fx.shootTitan;
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smokeEffect = Fx.shootSmokeTitan;
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@@ -2462,7 +2464,7 @@ public class UnitTypes{
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pierceBuilding = true;
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hitColor = backColor = trailColor = Color.valueOf("feb380");
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frontColor = Color.white;
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trailWidth = 3f;
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trailWidth = 3.1f;
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trailLength = 8;
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hitEffect = despawnEffect = Fx.blastExplosion;
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}};
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@@ -2498,7 +2500,93 @@ public class UnitTypes{
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//endregion
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//region erekir - mech
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//TODO
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bulwark = new UnitType("bulwark"){{
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drag = 0.1f;
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speed = 0.62f;
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hitSize = 23f;
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health = 8000;
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armor = 6f;
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outlineColor = Pal.darkOutline;
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envDisabled = Env.space;
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//TODO shield ability
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rotateSpeed = 2.7f;
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legCount = 4;
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legLength = 15f;
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legTrns = 0.45f;
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legMoveSpace = 1.4f;
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rippleScale = 2f;
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landShake = 0.5f;
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legExtension = -5f;
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legBaseOffset = 5f;
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ammoType = new PowerAmmoType(2000);
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legSplashDamage = 32;
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legSplashRange = 30;
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drownTimeMultiplier = 2f;
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hovering = true;
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visualElevation = 0.65f;
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groundLayer = Layer.legUnit;
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weapons.add(new Weapon("bulwark-weapon"){{
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mirror = true;
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top = false;
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x = 62/4f;
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y = 1f;
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shootY = 47 / 4f;
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recoil = 3f;
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reload = 40f;
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shake = 3f;
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cooldownTime = 40f;
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shots = 3;
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inaccuracy = 3f;
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velocityRnd = 0.33f;
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heatColor = Color.red;
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bullet = new MissileBulletType(4.2f, 30){{
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homingPower = 0.2f;
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weaveMag = 4;
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weaveScale = 4;
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lifetime = 60f;
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//TODO better
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shootEffect = Fx.shootBig2;
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smokeEffect = Fx.shootSmokeTitan;
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splashDamage = 50f;
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splashDamageRadius = 30f;
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frontColor = Color.white;
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hitSound = Sounds.none;
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width = height = 10f;
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lightColor = trailColor = backColor = Color.valueOf("8ca9e8");
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lightRadius = 40f;
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lightOpacity = 0.7f;
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trailWidth = 2.8f;
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trailLength = 20;
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trailChance = -1f;
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despawnEffect = Fx.none;
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hitEffect = new ExplosionEffect(){{
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lifetime = 20f;
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waveStroke = 2f;
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waveColor = sparkColor = trailColor;
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waveRad = 12f;
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smokeSize = 0f;
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smokeSizeBase = 0f;
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sparks = 10;
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sparkRad = 35f;
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sparkLen = 4f;
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sparkStroke = 1.5f;
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}};
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}};
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}});
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}};
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//endregion
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//region erekir - flying
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@@ -151,6 +151,8 @@ public class Weapon implements Cloneable{
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//TODO copy-pasted code
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public void drawOutline(Unit unit, WeaponMount mount){
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if(!outlineRegion.found()) return;
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//apply layer offset, roll it back at the end
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float z = Draw.z();
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Draw.z(z + layerOffset);
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@@ -173,6 +175,8 @@ public class Weapon implements Cloneable{
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}
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public void draw(Unit unit, WeaponMount mount){
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if(!region.found()) return;
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//apply layer offset, roll it back at the end
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float z = Draw.z();
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Draw.z(z + layerOffset);
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@@ -434,7 +438,7 @@ public class Weapon implements Cloneable{
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}
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public void load(){
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region = Core.atlas.find(name, Core.atlas.find("clear"));
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region = Core.atlas.find(name);
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heatRegion = Core.atlas.find(name + "-heat");
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outlineRegion = Core.atlas.find(name + "-outline");
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}
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@@ -463,8 +463,9 @@ public class Turret extends ReloadTurret{
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return ammo.peek().type();
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}
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/** @return whether the turret has ammo. */
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/** @return whether the turret has ammo. */
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public boolean hasAmmo(){
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//used for "side-ammo" like gas in some turrets
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if(!cons.canConsume()) return false;
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//skip first entry if it has less than the required amount of ammo
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@@ -503,9 +503,19 @@ public class Generators{
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}
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};
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for(Weapon weapon : type.weapons){
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Seq<Weapon> weapons = type.weapons;
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weapons.each(Weapon::load);
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weapons.removeAll(w -> !w.region.found());
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for(Weapon weapon : weapons){
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if(outlined.add(weapon.name) && has(weapon.name)){
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save(outline.get(get(weapon.name)), weapon.name + "-outline");
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//only non-top weapons need separate outline sprites (this is mostly just mechs)
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if(!weapon.top){
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save(outline.get(get(weapon.name)), weapon.name + "-outline");
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}else{
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//replace weapon with outlined version, no use keeping standard around
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outliner.get(weapon.region);
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}
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}
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}
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@@ -575,9 +585,7 @@ public class Generators{
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//TODO draw under for layerOffset < 0
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//draw weapon outlines on base
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for(Weapon weapon : type.weapons){
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weapon.load();
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for(Weapon weapon : weapons){
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image.draw(weapon.flipSprite ? outline.get(get(weapon.region)).flipX() : outline.get(get(weapon.region)),
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(int)(weapon.x / Draw.scl + image.width / 2f - weapon.region.width / 2f),
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(int)(-weapon.y / Draw.scl + image.height / 2f - weapon.region.height / 2f),
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@@ -598,9 +606,7 @@ public class Generators{
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image.draw(cell, image.width / 2 - cell.width / 2, image.height / 2 - cell.height / 2, true);
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}
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for(Weapon weapon : type.weapons){
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weapon.load();
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for(Weapon weapon : weapons){
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Pixmap wepReg = weapon.top ? outline.get(get(weapon.region)) : get(weapon.region);
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if(weapon.flipSprite){
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wepReg = wepReg.flipX();
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