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WIP chnages to collaris weapon
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@ -5644,7 +5644,7 @@ public class Blocks{
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forceDark = true;
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privileged = true;
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size = 1;
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maxInstructionsPerTick = 100;
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maxInstructionsPerTick = 500;
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range = Float.MAX_VALUE;
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}};
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@ -1597,14 +1597,14 @@ public class Fx{
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}
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}),
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shootSmokeSquareBig = new Effect(30f, e -> {
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shootSmokeSquareBig = new Effect(32f, e -> {
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color(Color.white, e.color, e.fin());
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rand.setSeed(e.id);
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for(int i = 0; i < 8; i++){
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float rot = e.rotation + rand.range(22f);
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v.trns(rot, rand.random(e.finpow() * 24f));
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Fill.poly(e.x + v.x, e.y + v.y, 4, e.fout() * 3.8f + 0.2f, rand.random(360f));
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for(int i = 0; i < 13; i++){
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float rot = e.rotation + rand.range(26f);
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v.trns(rot, rand.random(e.finpow() * 30f));
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Fill.poly(e.x + v.x, e.y + v.y, 4, e.fout() * 4f + 0.2f, rand.random(360f));
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}
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}),
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@ -3383,20 +3383,16 @@ public class UnitTypes{
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rotateSpeed = 0.4f;
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rotate = true;
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x = 43 / 4f;
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y = -20f / 4f;
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shootY = 37 / 4f;
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shootX = -5f / 4f;
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x = 48 / 4f;
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y = -28f / 4f;
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shootY = 64f / 4f;
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recoil = 3f;
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reload = 30f;
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shake = 2f;
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cooldownTime = 20f;
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reload = 90f;
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shake = 5f;
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layerOffset = 0.02f;
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shadow = 10f;
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shoot.shots = 3;
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shoot.shotDelay = 3f;
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inaccuracy = 2f;
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velocityRnd = 0.1f;
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shoot.shots = 1;
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heatColor = Color.red;
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for(int i = 0; i < 5; i++){
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@ -3417,24 +3413,24 @@ public class UnitTypes{
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}});
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}
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bullet = new BasicBulletType(9f, 85){{
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bullet = new ArtilleryBulletType(5.5f, 290){{
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pierceCap = 2;
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pierceBuilding = true;
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lifetime = 30f;
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lifetime = 75f;
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shootEffect = Fx.shootBigColor;
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smokeEffect = Fx.shootSmokeSquareBig;
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frontColor = Color.white;
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hitSound = Sounds.none;
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width = 12f;
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height = 20f;
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width = 18f;
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height = 24f;
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lightColor = trailColor = hitColor = backColor = Pal.techBlue;
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lightRadius = 40f;
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lightOpacity = 0.7f;
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trailWidth = 2.2f;
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trailLength = 8;
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trailWidth = 4.5f;
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trailLength = 19;
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trailChance = -1f;
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despawnEffect = Fx.none;
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@ -3451,6 +3447,53 @@ public class UnitTypes{
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sparkLen = 6f;
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sparkStroke = 2f;
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}};
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fragBullets = 15;
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fragVelocityMin = 0.5f;
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fragRandomSpread = 130f;
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fragLifeMin = 0.3f;
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despawnShake = 5f;
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fragBullet = new BasicBulletType(5.5f, 85){{
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pierceCap = 2;
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pierceBuilding = true;
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homingPower = 0.09f;
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homingRange = 150f;
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lifetime = 50f;
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shootEffect = Fx.shootBigColor;
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smokeEffect = Fx.shootSmokeSquareBig;
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frontColor = Color.white;
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hitSound = Sounds.none;
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width = 12f;
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height = 20f;
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lightColor = trailColor = hitColor = backColor = Pal.techBlue;
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lightRadius = 40f;
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lightOpacity = 0.7f;
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trailWidth = 2.2f;
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trailLength = 8;
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trailChance = -1f;
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despawnEffect = Fx.none;
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splashDamage = 50f;
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splashDamageRadius = 30f;
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hitEffect = despawnEffect = new MultiEffect(new ExplosionEffect(){{
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lifetime = 30f;
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waveStroke = 2f;
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waveColor = sparkColor = trailColor;
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waveRad = 5f;
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smokeSize = 0f;
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smokeSizeBase = 0f;
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sparks = 5;
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sparkRad = 20f;
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sparkLen = 6f;
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sparkStroke = 2f;
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}}, Fx.blastExplosion);
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}};
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}};
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}});
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}};
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