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Breach sounds
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e77a1e2f2a
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5 changed files with 4 additions and 1 deletions
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core/assets/sounds/shoot/shootBreachCarbide.ogg
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core/assets/sounds/shoot/shootBreachCarbide.ogg
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@ -4374,6 +4374,7 @@ public class Blocks{
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rangeChange = 7f*8f;
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buildingDamageMultiplier = 0.3f;
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trailRotation = true;
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shootSound = Sounds.shootBreachCarbide;
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fragBullets = 3;
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fragRandomSpread = 0f;
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@ -79,6 +79,8 @@ public class BulletType extends Content implements Cloneable{
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public Effect chargeEffect = Fx.none;
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/** Extra smoke effect created when shooting. */
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public Effect smokeEffect = Fx.shootSmallSmoke;
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/** Overrides the shoot sound in turrets if set. Does nothing in units, as they can't have multiple ammo types. */
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public Sound shootSound = Sounds.none;
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/** Sound made when hitting something or getting removed.*/
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public Sound hitSound = Sounds.none;
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/** Sound made when hitting something or getting removed.*/
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@ -747,7 +747,7 @@ public class Turret extends ReloadTurret{
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(shootEffect == null ? type.shootEffect : shootEffect).at(bulletX, bulletY, rotation + angleOffset, type.hitColor);
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(smokeEffect == null ? type.smokeEffect : smokeEffect).at(bulletX, bulletY, rotation + angleOffset, type.hitColor);
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shootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume);
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(type.shootSound != Sounds.none ? type.shootSound : shootSound).at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume);
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ammoUseEffect.at(
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x - Angles.trnsx(rotation, ammoEjectBack),
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