Merge remote-tracking branch 'origin/master'
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@@ -396,7 +396,7 @@ public class Weapon implements Cloneable{
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mount.warmup >= minWarmup && //must be warmed up
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mount.warmup >= minWarmup && //must be warmed up
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unit.vel.len() >= minShootVelocity && //check velocity requirements
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unit.vel.len() >= minShootVelocity && //check velocity requirements
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(mount.reload <= 0.0001f || (alwaysContinuous && mount.bullet == null)) && //reload has to be 0, or it has to be an always-continuous weapon
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(mount.reload <= 0.0001f || (alwaysContinuous && mount.bullet == null)) && //reload has to be 0, or it has to be an always-continuous weapon
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Angles.within(rotate ? mount.rotation : unit.rotation + baseRotation, mount.targetRotation, shootCone) //has to be within the cone
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(alwaysShooting || Angles.within(rotate ? mount.rotation : unit.rotation + baseRotation, mount.targetRotation, shootCone)) //has to be within the cone
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){
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){
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shoot(unit, mount, bulletX, bulletY, shootAngle);
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shoot(unit, mount, bulletX, bulletY, shootAngle);
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@@ -83,6 +83,8 @@ public class Turret extends ReloadTurret{
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public boolean displayAmmoMultiplier = true;
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public boolean displayAmmoMultiplier = true;
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/** If false, 'under' blocks like conveyors are not targeted. */
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/** If false, 'under' blocks like conveyors are not targeted. */
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public boolean targetUnderBlocks = true;
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public boolean targetUnderBlocks = true;
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/** If true, the turret will always shoot when it has ammo, regardless of targets in range or any control. */
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public boolean alwaysShooting = false;
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/** Function for choosing which unit to target. */
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/** Function for choosing which unit to target. */
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public Sortf unitSort = UnitSorts.closest;
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public Sortf unitSort = UnitSorts.closest;
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/** Filter for types of units to attack. */
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/** Filter for types of units to attack. */
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@@ -304,7 +306,7 @@ public class Turret extends ReloadTurret{
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}
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}
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public boolean isShooting(){
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public boolean isShooting(){
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return (isControlled() ? unit.isShooting() : logicControlled() ? logicShooting : target != null);
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return alwaysShooting || (isControlled() ? unit.isShooting() : logicControlled() ? logicShooting : target != null);
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}
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}
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@Override
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@Override
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@@ -425,11 +427,16 @@ public class Turret extends ReloadTurret{
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turnToTarget(targetRot);
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turnToTarget(targetRot);
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}
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}
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if(Angles.angleDist(rotation, targetRot) < shootCone && canShoot){
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if(!alwaysShooting && Angles.angleDist(rotation, targetRot) < shootCone && canShoot){
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wasShooting = true;
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wasShooting = true;
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updateShooting();
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updateShooting();
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}
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}
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}
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}
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if(alwaysShooting){
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wasShooting = true;
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updateShooting();
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}
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}
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}
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if(coolant != null){
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if(coolant != null){
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@@ -65,7 +65,7 @@
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},
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},
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{
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{
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"name": "Chaotic Neutral",
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"name": "Chaotic Neutral",
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"address": ["c-n.ddns.net:1111", "c-n.ddns.net:2222", "c-n.ddns.net:3333", "c-n.ddns.net:4444", "c-n.ddns.net:5555", "c-n.ddns.net:6666", "c-n.ddns.net:7777", "c-n.ddns.net:8888"]
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"address": ["c-n.ddns.net:1111", "c-n.ddns.net:2222", "c-n.ddns.net:3333", "c-n.ddns.net:4444", "c-n.ddns.net:5555", "c-n.ddns.net:6666", "c-n.ddns.net:7777", "c-n.ddns.net:9999", "c-n.ddns.net:1000"]
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},
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},
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{
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{
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"name": "io",
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"name": "io",
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