Helix shoot pattern / Min mod game version
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@@ -478,18 +478,18 @@ public class Turret extends ReloadTurret{
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type.chargeEffect.at(bulletX, bulletY, rotation);
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}
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shoot.shoot(totalShots, (xOffset, yOffset, angle, delay) -> {
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shoot.shoot(totalShots, (xOffset, yOffset, angle, delay, mover) -> {
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queuedBullets ++;
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if(delay > 0f){
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Time.run(delay, () -> bullet(type, xOffset, yOffset, angle));
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Time.run(delay, () -> bullet(type, xOffset, yOffset, angle, mover));
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}else{
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bullet(type, xOffset, yOffset, angle);
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bullet(type, xOffset, yOffset, angle, mover);
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}
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totalShots ++;
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});
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}
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protected void bullet(BulletType type, float xOffset, float yOffset, float angleOffset){
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protected void bullet(BulletType type, float xOffset, float yOffset, float angleOffset, Mover mover){
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queuedBullets --;
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if(dead || !hasAmmo()) return;
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@@ -501,7 +501,7 @@ public class Turret extends ReloadTurret{
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float lifeScl = type.scaleVelocity ? Mathf.clamp(Mathf.dst(bulletX, bulletY, targetPos.x, targetPos.y) / type.range, minRange / type.range, range() / type.range) : 1f;
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handleBullet(type.create(this, team, bulletX, bulletY, shootAngle, 1f + Mathf.range(velocityInaccuracy), lifeScl), xOffset, yOffset, angleOffset);
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handleBullet(type.create(this, team, bulletX, bulletY, shootAngle, 1f + Mathf.range(velocityInaccuracy), lifeScl, mover), xOffset, yOffset, angleOffset);
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(shootEffect == Fx.none ? type.shootEffect : shootEffect).at(bulletX, bulletY, rotation, type.hitColor);
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(smokeEffect == Fx.none ? type.smokeEffect : smokeEffect).at(bulletX, bulletY, rotation, type.hitColor);
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