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Ammo type for revenants
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@ -17,7 +17,8 @@ public class AmmoTypes implements ContentList{
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flakExplosive, flakPlastic, flakSurge,
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missileExplosive, missileIncindiary, missileSurge,
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artilleryDense, artilleryPlastic, artilleryHoming, artilleryIncindiary, artilleryExplosive, unitArtillery,
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basicFlame, lancerLaser, lightning, spectreLaser, meltdownLaser, fuseShotgun, oil, water, lava, cryofluid, arc;
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basicFlame, lancerLaser, lightning, meltdownLaser, burstLaser,
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fuseShotgun, oil, water, lava, cryofluid, arc;
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@Override
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public void load(){
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@ -217,7 +218,9 @@ public class AmmoTypes implements ContentList{
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//power
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lancerLaser = new AmmoType(TurretBullets.lancerLaser){{
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lancerLaser = new AmmoType(TurretBullets.lancerLaser);
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burstLaser = new AmmoType(TurretBullets.burstLaser){{
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range = 60f;
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}};
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@ -225,8 +228,6 @@ public class AmmoTypes implements ContentList{
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arc = new AmmoType(TurretBullets.arc);
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spectreLaser = new AmmoType(TurretBullets.lancerLaser);
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meltdownLaser = new AmmoType(TurretBullets.meltdownLaser);
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fuseShotgun = new AmmoType(Items.densealloy, TurretBullets.fuseShot, 1f){{
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@ -27,7 +27,7 @@ import static io.anuke.mindustry.Vars.content;
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import static io.anuke.mindustry.Vars.world;
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public class TurretBullets extends BulletList implements ContentList{
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public static BulletType fireball, basicFlame, lancerLaser, meltdownLaser, fuseShot, waterShot, cryoShot, lavaShot, oilShot, lightning, driverBolt, healBullet, arc;
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public static BulletType fireball, basicFlame, lancerLaser, burstLaser, meltdownLaser, fuseShot, waterShot, cryoShot, lavaShot, oilShot, lightning, driverBolt, healBullet, arc;
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@Override
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public void load(){
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@ -249,7 +249,9 @@ public class Sectors{
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}
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}
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if(sector.texture == null) createTexture(sector);
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if(sector.texture == null){
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threads.runGraphics(() -> createTexture(sector));
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}
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}
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public void load(){
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