Weapon charge sound
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@@ -166,14 +166,15 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
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Weapon weapon = mount.weapon;
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float baseX = this.x, baseY = this.y;
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boolean delay = weapon.firstShotDelay > 0f;
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weapon.shootSound.at(x, y, Mathf.random(0.8f, 1.0f));
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(delay ? weapon.chargeSound : weapon.shootSound).at(x, y, Mathf.random(0.8f, 1.0f));
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BulletType ammo = weapon.bullet;
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float lifeScl = ammo.scaleVelocity ? Mathf.clamp(Mathf.dst(x, y, aimX, aimY) / ammo.range()) : 1f;
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sequenceNum = 0;
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if(weapon.shotDelay + weapon.firstShotDelay > 0.01f){
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if(delay){
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Angles.shotgun(weapon.shots, weapon.spacing, rotation, f -> {
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Time.run(sequenceNum * weapon.shotDelay + weapon.firstShotDelay, () -> {
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if(!isAdded()) return;
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@@ -187,13 +188,14 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
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boolean parentize = ammo.keepVelocity;
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if(weapon.firstShotDelay > 0){
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if(delay){
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Time.run(weapon.firstShotDelay, () -> {
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if(!isAdded()) return;
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vel.add(Tmp.v1.trns(rotation + 180f, ammo.recoil));
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Effect.shake(weapon.shake, weapon.shake, x, y);
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mount.heat = 1f;
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weapon.shootSound.at(x, y, Mathf.random(0.8f, 1.0f));
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});
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}else{
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vel.add(Tmp.v1.trns(rotation + 180f, ammo.recoil));
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