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@ -18,6 +18,7 @@ public class LiquidExplodeAbility extends Ability{
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@Override
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public void death(Unit unit){
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//TODO what if noise is radial, so it looks like a splat?
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int tx = unit.tileX(), ty = unit.tileY();
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int rad = (int)(unit.hitSize / tilesize * radScale);
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float realNoise = unit.hitSize / noiseMag;
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@ -0,0 +1,11 @@
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package mindustry.entities.abilities;
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import mindustry.gen.*;
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public class LiquidRegenAbility extends Ability{
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@Override
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public void update(Unit unit){
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}
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}
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@ -31,7 +31,7 @@ public class Liquid extends UnlockableContent{
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public float temperature = 0.5f;
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/** how much heat this liquid can store. 0.4=water (decent), anything lower is probably less dense and bad at cooling. */
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public float heatCapacity = 0.5f;
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/** how thick this liquid is. 0.5=water (relatively viscous), 1 would be something like tar (very slow) */
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/** how thick this liquid is. 0.5=water (relatively viscous), 1 would be something like tar (very slow). */
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public float viscosity = 0.5f;
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/** how prone to exploding this liquid is, when heated. 0 = nothing, 1 = nuke */
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public float explosiveness;
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@ -27,5 +27,6 @@ public class NeoplasmUnitType extends UnitType{
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//TODO
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//- liquid regen ability
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//- new explode effect
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}
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}
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