A significant waste of time and effort
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@@ -42,7 +42,7 @@ public class ContinuousTurret extends Turret{
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@Override
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public boolean hasAmmo(){
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return consValid();
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return cons.canConsume();
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}
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@Override
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@@ -48,6 +48,7 @@ public class Turret extends ReloadTurret{
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public float ammoEjectBack = 1f;
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public float inaccuracy = 0f;
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public float velocityInaccuracy = 0f;
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public float shootWarmupSpeed = 3f / 60f;
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public int shots = 1;
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public float spread = 4f;
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public float recoilAmount = 1f;
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@@ -149,6 +150,11 @@ public class Turret extends ReloadTurret{
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return draw.icons(this);
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}
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@Override
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public void getRegionsToOutline(Seq<TextureRegion> out){
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draw.getRegionsToOutline(out);
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}
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public static abstract class AmmoEntry{
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public int amount;
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@@ -165,6 +171,7 @@ public class Turret extends ReloadTurret{
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public Seq<AmmoEntry> ammo = new Seq<>();
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public int totalAmmo;
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public float recoil, heat, logicControlTime = -1;
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public float shootWarmup;
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public int shotCounter;
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public boolean logicShooting = false;
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public @Nullable Posc target;
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@@ -172,6 +179,11 @@ public class Turret extends ReloadTurret{
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public BlockUnitc unit = (BlockUnitc)UnitTypes.block.create(team);
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public boolean wasShooting, charging;
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@Override
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public float warmup(){
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return shootWarmup;
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}
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@Override
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public float drawrot(){
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return rotation - 90;
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@@ -273,6 +285,9 @@ public class Turret extends ReloadTurret{
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public void updateTile(){
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if(!validateTarget()) target = null;
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//TODO can be lerp instead, that's smoother
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shootWarmup = Mathf.approachDelta(shootWarmup, isActive() ? 1f : 0f, shootWarmupSpeed);
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wasShooting = false;
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recoil = Mathf.lerpDelta(recoil, 0f, restitution);
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@@ -138,6 +138,11 @@ public class GenericCrafter extends Block{
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return outputItems != null;
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}
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@Override
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public void getRegionsToOutline(Seq<TextureRegion> out){
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drawer.getRegionsToOutline(out);
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}
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public class GenericCrafterBuild extends Building{
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public float progress;
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public float totalProgress;
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