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Make the sound pitch not random.
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@ -32,7 +32,7 @@ public class ChargeTurret extends PowerTurret{
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tr.trns(rotation, size * tilesize / 2f);
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tr.trns(rotation, size * tilesize / 2f);
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chargeBeginEffect.at(x + tr.x, y + tr.y, rotation);
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chargeBeginEffect.at(x + tr.x, y + tr.y, rotation);
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chargeSound.at(x + tr.x, y + tr.y, Mathf.random(0.8f, 1f));
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chargeSound.at(x + tr.x, y + tr.y, 1);
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for(int i = 0; i < chargeEffects; i++){
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for(int i = 0; i < chargeEffects; i++){
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Time.run(Mathf.random(chargeMaxDelay), () -> {
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Time.run(Mathf.random(chargeMaxDelay), () -> {
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@ -432,7 +432,7 @@ public abstract class Turret extends Block{
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fshootEffect.at(x + tr.x, y + tr.y, rotation);
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fshootEffect.at(x + tr.x, y + tr.y, rotation);
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fsmokeEffect.at(x + tr.x, y + tr.y, rotation);
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fsmokeEffect.at(x + tr.x, y + tr.y, rotation);
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shootSound.at(tile, Mathf.random(0.9f, 1.1f));
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shootSound.at(x + tr.x, y + tr.y, 1);
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if(shootShake > 0){
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if(shootShake > 0){
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Effect.shake(shootShake, shootShake, this);
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Effect.shake(shootShake, shootShake, this);
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