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Increased mech damage
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@ -11,7 +11,7 @@ import io.anuke.mindustry.type.ContentList;
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public class AmmoTypes implements ContentList{
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public static AmmoType bulletCopper, bulletDense, bulletThorium, bulletSilicon, bulletPyratite,
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shotgunTungsten, bombExplosive, bombIncendiary, bombOil, shellCarbide, flamerThermite, weaponMissile,
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shotgunTungsten, bombExplosive, bombIncendiary, bombOil, shellCarbide, flamerThermite, weaponMissile, bulletMech,
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flakLead, flakExplosive, flakPlastic, flakSurge, missileExplosive, missileIncindiary, missileSurge,
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artilleryDense, artilleryPlastic, artilleryHoming, artilleryIncindiary, artilleryExplosive,
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basicFlame, lancerLaser, lightning, spectreLaser, meltdownLaser, fuseShotgun, oil, water, lava, cryofluid;
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@ -21,6 +21,13 @@ public class AmmoTypes implements ContentList{
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//weapon specific
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bulletMech = new AmmoType(StandardBullets.mechSmall){{
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shootEffect = ShootFx.shootSmall;
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smokeEffect = ShootFx.shootSmallSmoke;
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reloadMultiplier = 1f;
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inaccuracy = 5f;
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}};
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shotgunTungsten = new AmmoType(WeaponBullets.tungstenShotgun){{
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shootEffect = ShootFx.shootBig;
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smokeEffect = ShootFx.shootBigSmoke;
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@ -16,10 +16,10 @@ public class Weapons implements ContentList{
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blaster = new Weapon("blaster"){{
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length = 1.5f;
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reload = 15f;
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reload = 14f;
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roundrobin = true;
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ejectEffect = ShootFx.shellEjectSmall;
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ammo = AmmoTypes.bulletCopper;
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ammo = AmmoTypes.bulletMech;
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}};
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missiles = new Weapon("missiles"){{
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@ -1,12 +1,13 @@
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package io.anuke.mindustry.content.bullets;
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import io.anuke.mindustry.content.fx.BulletFx;
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import io.anuke.mindustry.entities.bullet.BasicBulletType;
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import io.anuke.mindustry.entities.bullet.BulletType;
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import io.anuke.mindustry.graphics.Palette;
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import io.anuke.mindustry.type.ContentList;
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public class StandardBullets extends BulletList implements ContentList{
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public static BulletType copper, dense, thorium, homing, tracer;
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public static BulletType copper, dense, thorium, homing, tracer, mechSmall;
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@Override
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public void load(){
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@ -53,5 +54,14 @@ public class StandardBullets extends BulletList implements ContentList{
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incendChance = 0.3f;
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}
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};
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mechSmall = new BasicBulletType(4f, 9, "bullet"){
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{
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bulletWidth = 11f;
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bulletHeight = 14f;
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lifetime = 40f;
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despawneffect = BulletFx.hitBulletSmall;
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}
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};
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}
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}
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@ -19,9 +19,16 @@ public class BulletFx extends FxList implements ContentList{
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hitBulletSmall = new Effect(14, e -> {
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Draw.color(Color.WHITE, Palette.lightOrange, e.fin());
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e.scaled(7f, s -> {
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Lines.stroke(0.5f + s.fout());
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Lines.circle(e.x, e.y, s.fin()*5f);
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});
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Lines.stroke(0.5f + e.fout());
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Angles.randLenVectors(e.id, 5, e.fin() * 15f, e.rotation, 50f, (x, y) -> {
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Angles.randLenVectors(e.id, 5, e.fin() * 15f, (x, y) -> {
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float ang = Mathf.atan2(x, y);
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Lines.lineAngle(e.x + x, e.y + y, ang, e.fout() * 3 + 1f);
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});
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@ -102,6 +102,7 @@ public class BasicBulletType extends BulletType{
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@Override
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public void despawned(Bullet b){
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super.despawned(b);
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if(fragBullet != null || splashDamageRadius > 0){
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hit(b);
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}
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