bug fixes and mod -> tech renaming
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@@ -306,7 +306,7 @@ const simulation = {
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}
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simulation.boldActiveGunHUD();
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},
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updateModHUD() {
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updateTechHUD() {
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let text = ""
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for (let i = 0, len = tech.tech.length; i < len; i++) { //add tech
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if (tech.tech[i].isLost) {
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@@ -515,7 +515,7 @@ const simulation = {
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b.removeAllGuns();
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simulation.isNoPowerUps = false;
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tech.setupAllMods(); //sets tech to default values
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tech.setupAllTech(); //sets tech to default values
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tech.laserBotCount = 0;
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tech.orbitBotCount = 0;
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tech.nailBotCount = 0;
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@@ -524,7 +524,7 @@ const simulation = {
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tech.plasmaBotCount = 0;
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b.setFireCD();
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simulation.updateModHUD();
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simulation.updateTechHUD();
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powerUps.totalPowerUps = 0;
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powerUps.reroll.rerolls = 0;
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mech.setFillColors();
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@@ -650,7 +650,7 @@ const simulation = {
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if (tech.isEndLevelPowerUp) {
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for (let i = 0; i < powerUp.length; i++) {
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if (powerUp[i].name === "tech") {
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tech.giveMod()
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tech.giveTech()
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} else if (powerUp[i].name === "gun") {
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if (!tech.isOneGun) b.giveGuns("random")
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} else if (powerUp[i].name === "field") {
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