Added new recipes, fixed some bugs, changed names
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@@ -227,8 +227,8 @@ public class Control extends Module{
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player.weaponLeft = player.weaponRight = weapons.first();
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if(debug){
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weapons.add(Weapon.triblaster, Weapon.clustergun, Weapon.beam, Weapon.railgun);
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weapons.add(Weapon.mortar);
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weapons.add(Weapon.triblaster, Weapon.clustergun, Weapon.beam, Weapon.vulcan);
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weapons.add(Weapon.shockgun);
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player.weaponLeft = player.weaponRight = weapons.peek();
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}
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@@ -323,7 +323,7 @@ public abstract class BulletType extends BaseBulletType<Bullet>{
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DamageArea.damage(!(b.owner instanceof Enemy), b.x, b.y, 22f, damage);
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}
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},
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rail = new BulletType(4.5f, 11) {
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vulcan = new BulletType(4.5f, 11) {
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{
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lifetime = 50;
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}
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@@ -345,7 +345,7 @@ public abstract class BulletType extends BaseBulletType<Bullet>{
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}
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}
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},
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shotgun = new BulletType(5.4f, 10) {
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shockshell = new BulletType(5.4f, 10) {
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{
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drag = 0.03f;
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@@ -56,7 +56,9 @@ public class EMP extends TimedEntity{
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p.setPower(tile, 0f);
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tile.entity.damage((int)(damage*1.5f)); //extra damage
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}
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if(tile == null) continue;
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//entity may be null here, after the block is dead!
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Effects.effect(Fx.empspark, tile.worldx(), tile.worldy());
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if(tile.entity != null) tile.entity.damage(damage);
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@@ -96,7 +98,7 @@ public class EMP extends TimedEntity{
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float dx = Mathf.range(r),
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dy = Mathf.range(r);
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float frac = (float)(seg+1f)/joints;
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float frac = (seg+1f)/joints;
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float tx = (targetx - x)*frac + x + dx,
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ty = (targety - y)*frac + y + dy;
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@@ -372,13 +372,13 @@ public class Fx{
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Draw.reset();
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}),
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railShoot = new Effect(8, e -> {
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vulcanShoot = new Effect(8, e -> {
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Draw.color(lighterOrange, lightOrange, e.ifract());
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Draw.lineShot(e.x, e.y, e.rotation, 3, e.fract(), 10f, 2f, 0.7f);
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Draw.reset();
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}),
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mortarShoot = new Effect(8, e -> {
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shockShoot = new Effect(8, e -> {
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Draw.color(Color.WHITE, Color.ORANGE, e.ifract());
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Draw.lineShot(e.x, e.y, e.rotation, 3, e.fract(), 14f, 4f, 0.8f);
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Draw.reset();
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@@ -6,11 +6,11 @@ import io.anuke.ucore.util.Mathf;
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public class UpgradeRecipes {
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private static final ObjectMap<Upgrade, ItemStack[]> recipes = Mathf.map(
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Weapon.triblaster, list(stack(Item.iron, 40)),
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Weapon.clustergun, list(stack(Item.iron, 60), stack(Item.steel, 20)),
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Weapon.beam, list(stack(Item.steel, 60), stack(Item.iron, 120)),
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Weapon.railgun, list(stack(Item.iron, 60), stack(Item.steel, 60)),
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Weapon.mortar, list(stack(Item.titanium, 40), stack(Item.steel, 60))
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Weapon.triblaster, list(stack(Item.iron, 40), stack(Item.steel, 40)),
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Weapon.clustergun, list(stack(Item.iron, 60), stack(Item.steel, 80)),
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Weapon.vulcan, list(stack(Item.iron, 60), stack(Item.steel, 120), stack(Item.titanium, 60)),
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Weapon.beam, list(stack(Item.steel, 240), stack(Item.titanium, 120), stack(Item.dirium, 80)),
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Weapon.shockgun, list(stack(Item.steel, 120), stack(Item.titanium, 120), stack(Item.dirium, 120))
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);
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private static final ItemStack[] empty = {};
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@@ -45,21 +45,20 @@ public class Weapon extends Upgrade{
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shake = 2f;
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}
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},
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railgun = new Weapon("railgun", 5, BulletType.rail){
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vulcan = new Weapon("vulcan", 5, BulletType.vulcan){
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{
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shootsound = "railgun";
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effect = Fx.railShoot;
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shootsound = "vulcan";
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effect = Fx.vulcanShoot;
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inaccuracy = 5;
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roundrobin = true;
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shake = 1f;
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inaccuracy = 4f;
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}
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},
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//TODO rename!
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mortar = new Weapon("mortar", 36, BulletType.shotgun){
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shockgun = new Weapon("shockgun", 36, BulletType.shockshell){
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{
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shootsound = "bigshot";
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effect = Fx.mortarShoot;
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effect = Fx.shockShoot;
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shake = 2f;
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roundrobin = true;
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shots = 7;
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