Audio progress
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core/assets/shoot.ogg
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core/assets/shoot.ogg
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core/assets/sounds/bang.mp3
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core/assets/sounds/bang.mp3
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core/assets/sounds/bang2.mp3
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core/assets/sounds/bang2.mp3
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core/assets/sounds/bigshot.mp3
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core/assets/sounds/bigshot.mp3
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core/assets/sounds/blast.mp3
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core/assets/sounds/blast.mp3
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core/assets/sounds/bloop.mp3
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core/assets/sounds/bloop.mp3
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core/assets/sounds/break.mp3
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core/assets/sounds/break.mp3
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core/assets/sounds/corexplode.mp3
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core/assets/sounds/corexplode.mp3
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core/assets/sounds/die.mp3
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core/assets/sounds/die.mp3
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core/assets/sounds/enemyshoot.mp3
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core/assets/sounds/enemyshoot.mp3
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core/assets/sounds/explosion.mp3
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core/assets/sounds/explosion.mp3
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core/assets/sounds/flame.mp3
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core/assets/sounds/flame.mp3
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core/assets/sounds/flame2.mp3
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core/assets/sounds/flame2.mp3
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core/assets/sounds/laser.mp3
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core/assets/sounds/laser.mp3
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core/assets/sounds/lasershot.mp3
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core/assets/sounds/lasershot.mp3
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core/assets/sounds/missile.mp3
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core/assets/sounds/missile.mp3
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core/assets/sounds/ping.mp3
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core/assets/sounds/ping.mp3
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core/assets/sounds/place.mp3
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core/assets/sounds/place.mp3
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core/assets/sounds/purchase.mp3
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core/assets/sounds/purchase.mp3
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core/assets/sounds/railgun.mp3
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core/assets/sounds/railgun.mp3
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core/assets/sounds/resonate.mp3
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core/assets/sounds/resonate.mp3
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core/assets/sounds/respawn.mp3
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core/assets/sounds/respawn.mp3
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core/assets/sounds/shoot.mp3
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core/assets/sounds/shoot.mp3
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core/assets/sounds/shoot.ogg
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core/assets/sounds/shoot.ogg
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core/assets/sounds/shoot_old.mp3
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core/assets/sounds/shoot_old.mp3
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core/assets/sounds/spawn.mp3
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core/assets/sounds/spawn.mp3
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core/assets/sounds/tesla.mp3
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core/assets/sounds/tesla.mp3
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core/assets/sounds/waveend.mp3
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core/assets/sounds/waveend.mp3
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@@ -1,22 +1,18 @@
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package io.anuke.mindustry.type;
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package io.anuke.mindustry.type;
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import io.anuke.annotations.Annotations.Loc;
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import io.anuke.annotations.Annotations.*;
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import io.anuke.annotations.Annotations.Remote;
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import io.anuke.arc.*;
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import io.anuke.arc.Core;
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import io.anuke.arc.graphics.g2d.*;
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import io.anuke.arc.graphics.g2d.TextureRegion;
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import io.anuke.arc.math.*;
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import io.anuke.arc.math.Angles;
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import io.anuke.arc.util.*;
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import io.anuke.arc.math.Mathf;
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import io.anuke.mindustry.*;
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import io.anuke.arc.util.Time;
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import io.anuke.mindustry.content.*;
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import io.anuke.arc.util.Tmp;
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import io.anuke.mindustry.entities.*;
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import io.anuke.mindustry.Vars;
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import io.anuke.mindustry.entities.Effects.*;
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import io.anuke.mindustry.content.Fx;
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import io.anuke.mindustry.entities.bullet.*;
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import io.anuke.mindustry.entities.Effects;
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import io.anuke.mindustry.entities.traits.*;
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import io.anuke.mindustry.entities.Effects.Effect;
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import io.anuke.mindustry.entities.type.*;
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import io.anuke.mindustry.entities.bullet.Bullet;
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import io.anuke.mindustry.gen.*;
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import io.anuke.mindustry.entities.bullet.BulletType;
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import io.anuke.mindustry.entities.traits.ShooterTrait;
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import io.anuke.mindustry.entities.type.Player;
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import io.anuke.mindustry.gen.Call;
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import io.anuke.mindustry.net.Net;
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import io.anuke.mindustry.net.Net;
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public class Weapon{
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public class Weapon{
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@@ -56,6 +52,8 @@ public class Weapon{
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/** whether shooter rotation is ignored when shooting. */
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/** whether shooter rotation is ignored when shooting. */
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public boolean ignoreRotation = false;
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public boolean ignoreRotation = false;
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// public Sound sound = Core.audio.newSound(Core.files.internal("sounds/shoot.ogg"));
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public TextureRegion region;
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public TextureRegion region;
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protected Weapon(String name){
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protected Weapon(String name){
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@@ -69,6 +67,7 @@ public class Weapon{
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@Remote(targets = Loc.server, called = Loc.both, unreliable = true)
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@Remote(targets = Loc.server, called = Loc.both, unreliable = true)
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public static void onPlayerShootWeapon(Player player, float x, float y, float rotation, boolean left){
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public static void onPlayerShootWeapon(Player player, float x, float y, float rotation, boolean left){
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if(player == null) return;
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if(player == null) return;
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//clients do not see their own shoot events: they are simulated completely clientside to prevent laggy visuals
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//clients do not see their own shoot events: they are simulated completely clientside to prevent laggy visuals
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//messing with the firerate or any other stats does not affect the server (take that, script kiddies!)
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//messing with the firerate or any other stats does not affect the server (take that, script kiddies!)
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@@ -91,6 +90,7 @@ public class Weapon{
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float baseX = shooter.getX(), baseY = shooter.getY();
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float baseX = shooter.getX(), baseY = shooter.getY();
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Weapon weapon = shooter.getWeapon();
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Weapon weapon = shooter.getWeapon();
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//weapon.sound.play(1f);
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sequenceNum = 0;
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sequenceNum = 0;
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if(weapon.shotDelay > 0.01f){
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if(weapon.shotDelay > 0.01f){
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