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Minor cleanup
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parent
3efbf58ab5
commit
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@ -2694,6 +2694,9 @@ public class UnitTypes{
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engineSize = 0;
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payloadCapacity = Mathf.sqr(3f) * tilePayload;
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drawBuildBeam = false;
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rotateToBuilding = false;
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float es = 3.8f;
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setEnginesMirror(
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@ -2717,9 +2720,6 @@ public class UnitTypes{
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shootY = 5.75f;
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recoil = 2f;
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drawBuildBeam = false;
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rotateToBuilding = false;
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bullet = new BasicBulletType(5f, 17){{
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width = 7f;
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height = 12f;
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@ -23,6 +23,7 @@ import static mindustry.Vars.*;
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public class BlockRenderer{
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//TODO cracks take up far to much space, so I had to limit it to 7. this means larger blocks won't have cracks - draw tiling mirrored stuff instead?
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public static final int crackRegions = 8, maxCrackSize = 7;
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public static boolean drawQuadtreeDebug = false;
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private static final int initialRequests = 32 * 32;
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private static final Color shadowColor = new Color(0, 0, 0, 0.71f), blendShadowColor = Color.white.cpy().lerp(Color.black, shadowColor.a);
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@ -402,15 +403,17 @@ public class BlockRenderer{
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}
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}
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//TODO remove
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Draw.z(Layer.overlayUI);
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Lines.stroke(1f, Color.green);
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if(drawQuadtreeDebug){
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//TODO remove
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Draw.z(Layer.overlayUI);
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Lines.stroke(1f, Color.green);
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blockTree.intersect(camera.bounds(Tmp.r1), tile -> {
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Lines.rect(tile.getHitbox(Tmp.r2));
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});
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blockTree.intersect(camera.bounds(Tmp.r1), tile -> {
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Lines.rect(tile.getHitbox(Tmp.r2));
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});
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Draw.reset();
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Draw.reset();
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}
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}
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static class BlockQuadtree extends QuadTree<Tile>{
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@ -46,7 +46,6 @@ public class BuildWeapon extends Weapon{
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super.draw(unit, mount);
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if(unit.activelyBuilding()){
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float
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rotation = unit.rotation - 90,
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weaponRotation = rotation + (rotate ? mount.rotation : 0),
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@ -57,7 +56,5 @@ public class BuildWeapon extends Weapon{
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unit.drawBuildingBeam(px, py);
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}
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}
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}
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