Merge branch 'master' of https://github.com/Anuken/Mindustry into tsunami
Conflicts: core/assets/icons/icons.properties core/assets/sprites/block_colors.png core/assets/sprites/fallback/sprites.atlas core/assets/sprites/fallback/sprites3.png core/assets/sprites/fallback/sprites4.png core/assets/sprites/fallback/sprites5.png core/assets/sprites/fallback/sprites7.png core/assets/sprites/fallback/sprites8.png core/assets/sprites/sprites.atlas core/assets/sprites/sprites.png core/assets/sprites/sprites2.png core/assets/sprites/sprites4.png core/assets/sprites/sprites5.png core/src/mindustry/content/Blocks.java
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@@ -74,7 +74,7 @@ public class Blocks implements ContentList{
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coreShard, coreFoundation, coreNucleus, vault, container, unloader,
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//turrets
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duo, scatter, scorch, hail, arc, wave, lancer, swarmer, salvo, fuse, ripple, cyclone, spectre, meltdown, segment, parallax, tsunami,
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duo, scatter, scorch, hail, arc, wave, lancer, swarmer, salvo, fuse, ripple, cyclone, foreshadow, spectre, meltdown, segment, parallax, tsunami
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//units
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commandCenter,
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@@ -1582,7 +1582,7 @@ public class Blocks implements ContentList{
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health = 250 * size * size;
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range = 140f;
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hasPower = true;
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consumes.power(8f);
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consumes.powerCond(8f, (PointDefenseBuild b) -> b.target != null);
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size = 2;
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shootLength = 5f;
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bulletDamage = 25f;
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@@ -1685,6 +1685,48 @@ public class Blocks implements ContentList{
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health = 145 * size * size;
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}};
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foreshadow = new ItemTurret("foreshadow"){{
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float brange = range = 500f;
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requirements(Category.turret, with(Items.copper, 1000, Items.metaglass, 600, Items.surgealloy, 300, Items.plastanium, 175, Items.thorium, 350));
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ammo(
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Items.surgealloy, new PointBulletType(){{
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shootEffect = Fx.instShoot;
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hitEffect = Fx.instHit;
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smokeEffect = Fx.smokeCloud;
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trailEffect = Fx.instTrail;
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despawnEffect = Fx.instBomb;
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trailSpacing = 20f;
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damage = 1300;
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tileDamageMultiplier = 0.5f;
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speed = brange;
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hitShake = 6f;
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ammoMultiplier = 1f;
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}}
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);
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rotateSpeed = 2.5f;
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reloadTime = 200f;
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restitution = 0.2f;
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ammoUseEffect = Fx.shellEjectBig;
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recoilAmount = 5f;
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restitution = 0.009f;
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cooldown = 0.009f;
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shootShake = 4f;
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shots = 1;
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size = 4;
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shootCone = 2f;
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shootSound = Sounds.shootBig;
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unitSort = (u, x, y) -> -u.maxHealth;
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coolantMultiplier = 0.09f;
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health = 150 * size * size;
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consumes.add(new ConsumeLiquidFilter(liquid -> liquid.temperature <= 0.5f && liquid.flammability < 0.1f, 2f)).update(false).optional(true, true);
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consumes.powerCond(10f, (TurretBuild entity) -> entity.target != null || (entity.logicControlled() && entity.logicShooting));
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}};
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spectre = new ItemTurret("spectre"){{
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requirements(Category.turret, with(Items.copper, 900, Items.graphite, 300, Items.surgealloy, 250, Items.plastanium, 175, Items.thorium, 250));
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ammo(
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@@ -1707,7 +1749,7 @@ public class Blocks implements ContentList{
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shootCone = 24f;
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shootSound = Sounds.shootBig;
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health = 155 * size * size;
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health = 160 * size * size;
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consumes.add(new ConsumeLiquidFilter(liquid -> liquid.temperature <= 0.5f && liquid.flammability < 0.1f, 2f)).update(false).optional(true, true);
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}};
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@@ -455,6 +455,79 @@ public class Fx{
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}),
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instBomb = new Effect(15f, 100f, e -> {
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color(Pal.bulletYellowBack);
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stroke(e.fout() * 4f);
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Lines.circle(e.x, e.y, 4f + e.finpow() * 20f);
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for(int i = 0; i < 4; i++){
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Drawf.tri(e.x, e.y, 6f, 80f * e.fout(), i*90 + 45);
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}
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color();
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for(int i = 0; i < 4; i++){
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Drawf.tri(e.x, e.y, 3f, 30f * e.fout(), i*90 + 45);
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}
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}),
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instTrail = new Effect(30, e -> {
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for(int i = 0; i < 2; i++){
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color(i == 0 ? Pal.bulletYellowBack : Pal.bulletYellow);
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float m = i == 0 ? 1f : 0.5f;
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float rot = e.rotation + 180f;
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float w = 15f * e.fout() * m;
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Drawf.tri(e.x, e.y, w, (30f + Mathf.randomSeedRange(e.id, 15f)) * m, rot);
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Drawf.tri(e.x, e.y, w, 10f * m, rot + 180f);
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}
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}),
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instShoot = new Effect(24f, e -> {
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e.scaled(10f, b -> {
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color(Color.white, Pal.bulletYellowBack, b.fin());
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stroke(b.fout() * 3f + 0.2f);
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Lines.circle(b.x, b.y, b.fin() * 50f);
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});
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color(Pal.bulletYellowBack);
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for(int i : Mathf.signs){
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Drawf.tri(e.x, e.y, 13f * e.fout(), 85f, e.rotation + 90f * i);
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Drawf.tri(e.x, e.y, 13f * e.fout(), 50f, e.rotation + 20f * i);
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}
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}),
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instHit = new Effect(20f, 200f, e -> {
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color(Pal.bulletYellowBack);
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for(int i = 0; i < 2; i++){
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color(i == 0 ? Pal.bulletYellowBack : Pal.bulletYellow);
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float m = i == 0 ? 1f : 0.5f;
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for(int j = 0; j < 5; j++){
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float rot = e.rotation + Mathf.randomSeedRange(e.id + j, 50f);
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float w = 23f * e.fout() * m;
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Drawf.tri(e.x, e.y, w, (80f + Mathf.randomSeedRange(e.id + j, 40f)) * m, rot);
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Drawf.tri(e.x, e.y, w, 20f * m, rot + 180f);
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}
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}
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e.scaled(10f, c -> {
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color(Pal.bulletYellow);
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stroke(c.fout() * 2f + 0.2f);
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Lines.circle(e.x, e.y, c.fin() * 30f);
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});
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e.scaled(12f, c -> {
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color(Pal.bulletYellowBack);
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randLenVectors(e.id, 25, 5f + e.fin() * 80f, e.rotation, 60f, (x, y) -> {
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Fill.square(e.x + x, e.y + y, c.fout() * 3f, 45f);
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});
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});
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}),
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hitLaser = new Effect(8, e -> {
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color(Color.white, Pal.heal, e.fin());
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stroke(0.5f + e.fout());
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@@ -1074,28 +1147,11 @@ public class Fx{
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}),
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railHit = new Effect(18f, 200f, e -> {
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if(true){
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color(Pal.orangeSpark);
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color(Pal.orangeSpark);
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for(int i : Mathf.signs){
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Drawf.tri(e.x, e.y, 10f * e.fout(), 60f, e.rotation + 140f * i);
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}
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}else{
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e.scaled(7f, b -> {
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color(Color.white, Color.lightGray, b.fin());
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stroke(b.fout() * 2f + 0.2f);
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Lines.circle(b.x, b.y, b.fin() * 28f);
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});
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color(Pal.orangeSpark);
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float rot = e.rotation + Mathf.randomSeedRange(e.id, 20f);
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float w = 9f * e.fout();
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Drawf.tri(e.x, e.y, w, 100f, rot);
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Drawf.tri(e.x, e.y, w, 10f, rot + 180f);
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for(int i : Mathf.signs){
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Drawf.tri(e.x, e.y, 10f * e.fout(), 60f, e.rotation + 140f * i);
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}
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}),
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lancerLaserShoot = new Effect(21f, e -> {
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@@ -1109,7 +1165,7 @@ public class Fx{
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lancerLaserShootSmoke = new Effect(26f, e -> {
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color(Color.white);
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float length = e.data == null || !(e.data instanceof Float) ? 70f : (Float)e.data;
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float length = !(e.data instanceof Float) ? 70f : (Float)e.data;
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randLenVectors(e.id, 7, length, e.rotation, 0f, (x, y) -> {
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lineAngle(e.x + x, e.y + y, Mathf.angle(x, y), e.fout() * 9f);
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@@ -109,6 +109,9 @@ public class TechTree implements ContentList{
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node(Items.coal, with(Items.lead, 3000), () -> {
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node(Items.graphite, with(Items.coal, 1000), () -> {
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node(illuminator, () -> {
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});
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node(graphitePress, () -> {
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node(Items.titanium, with(Items.graphite, 6000, Items.copper, 10000, Items.lead, 10000), () -> {
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node(pneumaticDrill, () -> {
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@@ -351,8 +354,10 @@ public class TechTree implements ContentList{
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});
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node(lancer, () -> {
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node(meltdown, () -> {
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node(foreshadow, () -> {
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node(meltdown, () -> {
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});
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});
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node(shockMine, () -> {
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@@ -446,7 +446,7 @@ public class UnitTypes implements ContentList{
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mineTier = 1;
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hitSize = 29f;
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itemCapacity = 80;
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health = 19000f;
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health = 18000f;
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buildSpeed = 1.7f;
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armor = 9f;
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landShake = 1.5f;
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@@ -488,7 +488,7 @@ public class UnitTypes implements ContentList{
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firstShotDelay = Fx.greenLaserCharge.lifetime;
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bullet = new LaserBulletType(){{
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length = 500f;
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length = 460f;
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damage = 550f;
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width = 75f;
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