WIP 'bulwark' unit
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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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