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https://github.com/Anuken/Mindustry.git
synced 2025-02-24 21:48:25 +07:00
Breach buff
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parent
8cebd5975a
commit
f7f1bf1a43
@ -48,7 +48,7 @@ public class ControlPathfinder{
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(PathTile.nearGround(tile) || PathTile.nearSolid(tile) ? 2 : 0) +
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(PathTile.deep(tile) ? 0 : 1);
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public static boolean showDebug = false;
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public static boolean showDebug = true;
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//static access probably faster than object access
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static int wwidth, wheight;
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@ -199,10 +199,10 @@ public class ControlPathfinder{
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req.curId = pathId;
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//check for the unit getting stuck every N seconds
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if((req.stuckTimer += Time.delta) >= 60f * 5f){
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if((req.stuckTimer += Time.delta) >= 60f * 2.5f){
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req.stuckTimer = 0f;
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//force recalculate
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if(req.lastPos.within(unit, 1f)){
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if(req.lastPos.within(unit, 1.5f)){
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req.lastWorldUpdate = -1;
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}
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req.lastPos.set(unit);
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@ -3632,7 +3632,7 @@ public class Blocks{
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Effect sfe = new MultiEffect(Fx.shootBigColor, Fx.colorSparkBig);
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ammo(
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Items.beryllium, new BasicBulletType(7.5f, 90){{
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Items.beryllium, new BasicBulletType(7.5f, 95){{
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width = 12f;
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height = 20f;
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shootEffect = sfe;
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@ -3646,7 +3646,7 @@ public class Blocks{
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trailLength = 10;
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hitEffect = despawnEffect = Fx.hitBulletColor;
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}},
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Items.tungsten, new BasicBulletType(8f, 180){{
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Items.tungsten, new BasicBulletType(8f, 185){{
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width = 13f;
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height = 19f;
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shootEffect = sfe;
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@ -3667,7 +3667,7 @@ public class Blocks{
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coolantMultiplier = 6f;
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shootShake = 1f;
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ammoPerShot = 5;
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ammoPerShot = 4;
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drawer = new DrawTurret("reinforced-");
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shootY = -2;
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outlineColor = Pal.darkOutline;
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