trackpad bug fix, flack buff
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@@ -461,7 +461,7 @@ const b = {
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maxCount: 1,
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count: 0,
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allowed() {
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return b.modCollisionImmuneCycles > 120
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return b.modCollisionImmuneCycles > 30
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},
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requires: "Pauli exclusion",
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effect() {
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@@ -744,7 +744,7 @@ const b = {
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},
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requires: "minigun",
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effect() {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "minigun") {
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b.guns[i].ammoPack = Infinity
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b.guns[i].recordedAmmo = b.guns[i].ammo
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@@ -755,7 +755,7 @@ const b = {
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}
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},
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remove() {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "minigun") {
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b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
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b.guns[i].ammo = b.guns[i].recordedAmmo
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@@ -809,21 +809,21 @@ const b = {
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effect() {
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b.isModFlechetteMultiShot = true;
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//cut current ammo by 1/3
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "fléchettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo / 3);
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}
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//cut ammo packs by 1/3
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "fléchettes") b.guns[i].ammoPack = Math.ceil(b.guns[i].defaultAmmoPack / 3);
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}
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game.updateGunHUD();
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},
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remove() {
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b.isModFlechetteMultiShot = false;
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "fléchettes") b.guns[i].ammo = Math.ceil(b.guns[i].ammo * 3);
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}
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "fléchettes") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
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}
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game.updateGunHUD();
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@@ -889,12 +889,12 @@ const b = {
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},
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requires: "flak",
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effect() {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack * (2 + this.count);
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}
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},
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remove() {
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun is flak
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for (i = 0, len = b.guns.length; i < len; i++) { //find which gun
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if (b.guns[i].name === "flak") b.guns[i].ammoPack = b.guns[i].defaultAmmoPack;
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}
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}
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@@ -2320,7 +2320,7 @@ const b = {
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const END = Math.floor(mech.crouch ? 30 : 18);
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const side1 = 17 * b.modBulletSize
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const side2 = 4 * b.modBulletSize
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const totalBullets = 5
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const totalBullets = 6
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const angleStep = (mech.crouch ? 0.06 : 0.25) / totalBullets
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let dir = mech.angle - angleStep * totalBullets / 2;
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@@ -2337,7 +2337,7 @@ const b = {
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bullet[me].endCycle = 2 * i + game.cycle + END
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bullet[me].restitution = 0;
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bullet[me].friction = 1;
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bullet[me].explodeRad = (mech.crouch ? 95 : 70) + (Math.random() - 0.5) * 50;
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bullet[me].explodeRad = (mech.crouch ? 95 : 75) + (Math.random() - 0.5) * 50;
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bullet[me].onEnd = function () {
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b.explosion(this.position, this.explodeRad); //makes bullet do explosive damage at end
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}
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