wording, and spore balance
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@@ -767,13 +767,13 @@ const b = {
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{
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name: "spores",
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ammo: 0,
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ammoPack: 7,
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ammoPack: 6,
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have: false,
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fire() {
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const me = bullet.length;
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const dir = mech.angle;
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bullet[me] = Bodies.polygon(mech.pos.x + 30 * Math.cos(mech.angle), mech.pos.y + 30 * Math.sin(mech.angle), 20, 4.5, b.fireAttributes(dir));
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b.fireProps(mech.crouch ? 60 : 35, mech.crouch ? 25 : 14, dir, me); //cd , speed
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b.fireProps(mech.crouch ? 70 : 50, mech.crouch ? 25 : 14, dir, me); //cd , speed
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b.drawOneBullet(bullet[me].vertices);
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Matter.Body.setDensity(bullet[me], 0.000001);
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bullet[me].endCycle = game.cycle + 100;
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@@ -798,7 +798,7 @@ const b = {
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//spawn bullets on end
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bullet[me].onEnd = function () {
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const NUM = 12;
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const NUM = 9;
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for (let i = 0; i < NUM; i++) {
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const bIndex = bullet.length;
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const RADIUS = 4 + 2 * Math.random();
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@@ -808,7 +808,7 @@ const b = {
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angle: dir,
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friction: 0,
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frictionAir: 0.01,
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dmg: 1, //damage done in addition to the damage from momentum
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dmg: 1.65, //damage done in addition to the damage from momentum
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classType: "bullet",
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collisionFilter: {
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category: 0x000100,
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@@ -820,7 +820,7 @@ const b = {
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this.endCycle = 0; //bullet ends cycle after doing damage
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},
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onEnd() {},
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lookFrequency: 57 + Math.floor(37 * Math.random()),
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lookFrequency: 67 + Math.floor(47 * Math.random()),
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do() {
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this.force.y += this.mass * 0.00025; // high gravity because of the high friction
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