Disrupt weapons complete
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@@ -3225,20 +3225,20 @@ public class Blocks{
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draw = new DrawTurret("reinforced-"){{
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parts.addAll(
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new RegionPart("-barrel"){{
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progress = PartProgress.warmup.curve(Interp.pow2In);
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moveY = -5f * 4f / 3f;
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heatColor = Color.valueOf("f03b0e");
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mirror = false;
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interp = Interp.pow2In;
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}},
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new RegionPart("-side"){{
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heatProgress = PartProgress.warmup;
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progress = PartProgress.warmup.curve(Interp.pow2Out);
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mirror = true;
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moveX = 2f * 4f / 3f;
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moveY = -0.5f;
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rotMove = -40f;
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progress = heatProgress = PartProgress.warmup;
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under = true;
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heatColor = Color.red.cpy();
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interp = Interp.pow2Out;
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}});
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}};
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@@ -2923,7 +2923,7 @@ public class UnitTypes{
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mirror = false;
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reload = 1f;
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shootOnDeath = true;
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bullet = new ExplosionBulletType(120f, 30f){{
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bullet = new ExplosionBulletType(110f, 22f){{
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shootEffect = Fx.massiveExplosion;
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}};
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}});
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@@ -2977,14 +2977,13 @@ public class UnitTypes{
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}});
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}
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//TODO needs weapons! cool missiles or something
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weapons.add(new Weapon("disrupt-weapon"){{
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x = 78f / 4f;
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y = -10f / 4f;
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mirror = true;
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rotate = true;
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rotateSpeed = 0.4f;
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reload = 60f;
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reload = 70f;
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layerOffset = -20f;
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recoil = 1f;
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rotationLimit = 22f;
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@@ -3010,8 +3009,9 @@ public class UnitTypes{
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}});
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bullet = new BulletType(){{
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shootEffect = Fx.shootBig;
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smokeEffect = Fx.shootBigSmoke2;
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shootEffect = Fx.sparkShoot;
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smokeEffect = Fx.shootSmokeTitan;
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hitColor = Pal.suppress;
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shake = 1f;
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speed = 0f;
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keepVelocity = false;
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@@ -3023,14 +3023,52 @@ public class UnitTypes{
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outlineColor = Pal.darkOutline;
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health = 45;
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homingDelay = 10f;
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lowAltitude = true;
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engineSize = 3f;
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deathExplosionEffect = Fx.none;
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parts.add(new ShapePart(){{
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layer = Layer.effect;
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circle = true;
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y = -0.25f;
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radius = 1.5f;
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color = Pal.suppress;
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colorTo = Color.white;
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progress = PartProgress.life.curve(Interp.pow5In);
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}});
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parts.add(new RegionPart("-fin"){{
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mirror = true;
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progress = PartProgress.life.mul(3f).curve(Interp.pow5In);
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rotMove = 32f;
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rotation = -6f;
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moveY = 1.5f;
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x = 3f / 4f;
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y = -6f / 4f;
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}});
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weapons.add(new Weapon(){{
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shootCone = 360f;
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mirror = false;
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reload = 1f;
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shootOnDeath = true;
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bullet = new ExplosionBulletType(120f, 30f){{
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shootEffect = Fx.massiveExplosion;
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bullet = new ExplosionBulletType(135f, 25f){{
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suppressionRange = 140f;
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shootEffect = new ExplosionEffect(){{
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lifetime = 50f;
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waveStroke = 5f;
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waveLife = 8f;
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waveColor = Color.white;
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sparkColor = smokeColor = Pal.suppress;
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waveRad = 40f;
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smokeSize = 4f;
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smokes = 7;
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smokeSizeBase = 0f;
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sparks = 10;
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sparkRad = 40f;
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sparkLen = 6f;
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sparkStroke = 2f;
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}};
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}};
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}});
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}};
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