WIP descriptions
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@@ -66,6 +66,8 @@ public class Turret extends ReloadTurret{
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public boolean accurateDelay = true;
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/** If false, this turret can't move while charging. */
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public boolean moveWhileCharging = true;
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/** How long warmup is maintained even if this turret isn't shooting. */
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public float warmupMaintainTime = 0f;
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/** pattern used for bullets */
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public ShootPattern shoot = new ShootPattern();
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@@ -206,7 +208,7 @@ 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 curRecoil, heat, logicControlTime = -1;
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public float shootWarmup, charge;
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public float shootWarmup, charge, warmupHold = 0f;
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public int totalShots;
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public boolean logicShooting = false;
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public @Nullable Posc target;
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@@ -344,6 +346,14 @@ public class Turret extends ReloadTurret{
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if(!validateTarget()) target = null;
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float warmupTarget = (isShooting() && canConsume()) || charging() ? 1f : 0f;
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if(warmupTarget > 0){
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warmupHold = 1f;
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}
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if(warmupHold > 0f){
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warmupHold -= Time.delta / warmupMaintainTime;
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warmupTarget = 1f;
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}
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if(linearWarmup){
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shootWarmup = Mathf.approachDelta(shootWarmup, warmupTarget, shootWarmupSpeed * (warmupTarget > 0 ? efficiency : 1f));
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}else{
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@@ -38,8 +38,8 @@ public class VariableReactor extends PowerGenerator{
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rebuildable = false;
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explosionRadius = 12;
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explosionDamage = 1000;
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explosionRadius = 16;
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explosionDamage = 1500;
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explodeEffect = new MultiEffect(Fx.bigShockwave, new WrapEffect(Fx.titanSmoke, Color.valueOf("e3ae6f")));
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explodeSound = Sounds.explosionbig;
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