Cyclone hits ground targets again
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Before Width: | Height: | Size: 353 B After Width: | Height: | Size: 357 B |
@@ -1578,10 +1578,10 @@ public class Blocks implements ContentList{
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cyclone = new ItemTurret("cyclone"){{
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cyclone = new ItemTurret("cyclone"){{
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requirements(Category.turret, with(Items.copper, 200, Items.titanium, 125, Items.plastanium, 80));
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requirements(Category.turret, with(Items.copper, 200, Items.titanium, 125, Items.plastanium, 80));
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ammo(
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ammo(
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Items.metaglass, Bullets.flakGlass,
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Items.metaglass, Bullets.fragGlass,
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Items.blastCompound, Bullets.flakExplosive,
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Items.blastCompound, Bullets.fragExplosive,
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Items.plastanium, Bullets.flakPlastic,
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Items.plastanium, Bullets.fragPlastic,
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Items.surgealloy, Bullets.flakSurge
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Items.surgealloy, Bullets.fragSurge
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);
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);
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xRand = 4f;
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xRand = 4f;
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reloadTime = 6f;
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reloadTime = 6f;
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@@ -1592,7 +1592,6 @@ public class Blocks implements ContentList{
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inaccuracy = 10f;
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inaccuracy = 10f;
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shootCone = 30f;
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shootCone = 30f;
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shootSound = Sounds.shootSnap;
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shootSound = Sounds.shootSnap;
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targetGround = false;
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health = 145 * size * size;
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health = 145 * size * size;
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}};
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}};
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@@ -20,7 +20,10 @@ public class Bullets implements ContentList{
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artilleryDense, artilleryPlastic, artilleryPlasticFrag, artilleryHoming, artilleryIncendiary, artilleryExplosive,
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artilleryDense, artilleryPlastic, artilleryPlasticFrag, artilleryHoming, artilleryIncendiary, artilleryExplosive,
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//flak
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//flak
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flakScrap, flakLead, flakPlastic, flakExplosive, flakSurge, flakGlass, flakGlassFrag, flakPlasticFrag,
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flakScrap, flakLead, flakGlass, flakGlassFrag,
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//frag (flak-like but hits ground)
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fragGlass, fragExplosive, fragPlastic, fragSurge, fragGlassFrag, fragPlasticFrag,
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//missiles
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//missiles
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missileExplosive, missileIncendiary, missileSurge, missileJavelin, missileSwarm,
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missileExplosive, missileIncendiary, missileSurge, missileJavelin, missileSwarm,
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@@ -171,7 +174,17 @@ public class Bullets implements ContentList{
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fragBullets = 5;
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fragBullets = 5;
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}};
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}};
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flakPlasticFrag = new BasicBulletType(2.5f, 10, "bullet"){{
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fragGlassFrag = new BasicBulletType(3f, 5, "bullet"){{
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width = 5f;
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height = 12f;
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shrinkY = 1f;
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lifetime = 20f;
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backColor = Pal.gray;
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frontColor = Color.white;
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despawnEffect = Fx.none;
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}};
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fragPlasticFrag = new BasicBulletType(2.5f, 10, "bullet"){{
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width = 10f;
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width = 10f;
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height = 12f;
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height = 12f;
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shrinkY = 1f;
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shrinkY = 1f;
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@@ -179,36 +192,56 @@ public class Bullets implements ContentList{
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backColor = Pal.plastaniumBack;
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backColor = Pal.plastaniumBack;
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frontColor = Pal.plastaniumFront;
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frontColor = Pal.plastaniumFront;
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despawnEffect = Fx.none;
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despawnEffect = Fx.none;
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collidesGround = false;
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}};
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}};
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flakPlastic = new FlakBulletType(4f, 6){{
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fragGlass = new FlakBulletType(4f, 3){{
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splashDamageRadius = 50f;
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lifetime = 70f;
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ammoMultiplier = 5f;
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shootEffect = Fx.shootSmall;
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reloadMultiplier = 0.8f;
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width = 6f;
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height = 8f;
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hitEffect = Fx.flakExplosion;
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splashDamage = 18f;
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splashDamageRadius = 16f;
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fragBullet = flakGlassFrag;
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fragBullets = 3;
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explodeRange = 20f;
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collidesGround = true;
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}};
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fragPlastic = new FlakBulletType(4f, 6){{
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splashDamageRadius = 40f;
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splashDamage = 25f;
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splashDamage = 25f;
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fragBullet = flakPlasticFrag;
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fragBullet = fragPlasticFrag;
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fragBullets = 6;
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fragBullets = 5;
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hitEffect = Fx.plasticExplosion;
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hitEffect = Fx.plasticExplosion;
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frontColor = Pal.plastaniumFront;
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frontColor = Pal.plastaniumFront;
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backColor = Pal.plastaniumBack;
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backColor = Pal.plastaniumBack;
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shootEffect = Fx.shootBig;
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shootEffect = Fx.shootBig;
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collidesGround = true;
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explodeRange = 20f;
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}};
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}};
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flakExplosive = new FlakBulletType(4f, 5){{
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fragExplosive = new FlakBulletType(4f, 5){{
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shootEffect = Fx.shootBig;
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shootEffect = Fx.shootBig;
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ammoMultiplier = 4f;
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ammoMultiplier = 4f;
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splashDamage = 15f;
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splashDamage = 15f;
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splashDamageRadius = 34f;
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splashDamageRadius = 34f;
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collidesGround = true;
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status = StatusEffects.blasted;
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status = StatusEffects.blasted;
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statusDuration = 60f;
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statusDuration = 60f;
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}};
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}};
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flakSurge = new FlakBulletType(4.5f, 13){{
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fragSurge = new FlakBulletType(4.5f, 13){{
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splashDamage = 45f;
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splashDamage = 45f;
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splashDamageRadius = 40f;
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splashDamageRadius = 40f;
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lightning = 2;
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lightning = 2;
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lightningLength = 7;
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lightningLength = 7;
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shootEffect = Fx.shootBig;
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shootEffect = Fx.shootBig;
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collidesGround = true;
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explodeRange = 20f;
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}};
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}};
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missileExplosive = new MissileBulletType(2.7f, 10, "missile"){{
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missileExplosive = new MissileBulletType(2.7f, 10, "missile"){{
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