bug fix
mass drop bug drones last 2.5s longer pulse uses more energy %
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@@ -726,7 +726,7 @@ const b = {
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restitution: 1,
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restitution: 1,
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dmg: 0.13, //damage done in addition to the damage from momentum
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dmg: 0.13, //damage done in addition to the damage from momentum
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lookFrequency: 83 + Math.floor(41 * Math.random()),
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lookFrequency: 83 + Math.floor(41 * Math.random()),
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endCycle: game.cycle + Math.floor((1080 + 360 * Math.random()) * b.isModBulletsLastLonger),
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endCycle: game.cycle + Math.floor((1200 + 420 * Math.random()) * b.isModBulletsLastLonger),
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classType: "bullet",
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classType: "bullet",
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collisionFilter: {
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collisionFilter: {
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category: cat.bullet,
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category: cat.bullet,
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@@ -1712,7 +1712,7 @@ const b = {
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name: "drones", //12
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name: "drones", //12
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description: "deploy drones that <strong>crash</strong> into enemies<br>collisions reduce drone <strong>cycles</strong> by 1 second",
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description: "deploy drones that <strong>crash</strong> into enemies<br>collisions reduce drone <strong>cycles</strong> by 1 second",
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ammo: 0,
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ammo: 0,
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ammoPack: 8,
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ammoPack: 9,
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have: false,
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have: false,
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isStarterGun: true,
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isStarterGun: true,
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fire() {
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fire() {
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@@ -2446,9 +2446,9 @@ const b = {
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}
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}
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//use energy to explode
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//use energy to explode
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const energy = 0.25 * Math.min(mech.fieldMeter, 1.5)
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const energy = 0.3 * Math.min(mech.fieldMeter, 1.75)
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mech.fieldMeter -= energy
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mech.fieldMeter -= energy
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if (best.who) b.explosion(path[1], 1200 * energy)
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if (best.who) b.explosion(path[1], 950 * energy)
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mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down
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mech.fireCDcycle = mech.cycle + Math.floor(60 * b.modFireRate); // cool down
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//draw laser beam
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//draw laser beam
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@@ -696,12 +696,10 @@ const mech = {
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if (mech.isHolding) {
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if (mech.isHolding) {
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mech.isHolding = false;
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mech.isHolding = false;
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mech.throwCharge = 0;
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mech.throwCharge = 0;
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if (mech.holdingTarget) {
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mech.definePlayerMass()
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mech.definePlayerMass()
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mech.holdingTarget = null;
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mech.holdingTarget.collisionFilter.category = cat.body;
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mech.holdingTarget.collisionFilter.category = cat.body;
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mech.holdingTarget.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
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mech.holdingTarget.collisionFilter.mask = cat.player | cat.map | cat.body | cat.bullet | cat.mob | cat.mobBullet
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mech.holdingTarget = null;
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}
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}
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}
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},
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},
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definePlayerMass(mass = mech.defaultMass) {
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definePlayerMass(mass = mech.defaultMass) {
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