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6 Commits
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c514c61b3a
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c514c61b3a
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9be828dd5c
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2b51a3472b
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95ea70baae
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b18b4f885d
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2fdb8d1a05
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120
vacuum_gambit.p8
120
vacuum_gambit.p8
@ -730,6 +730,27 @@ gun_base = mknew{
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-- cooldown reduction from
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-- upgrades, not yet applied
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cd_remainder = 0,
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veloc = 1,
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aim = 0.75, -- down; 0.25, or -0.75, is up
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shot_idx = 0,
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-- shots: list<list<[3]num>>
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-- describing a cycling
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-- firing pattern. shot_idx
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-- tracks offset into pattern.
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-- each nested list: a burst
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-- of shots to fire; takes
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-- 1 ammo; sequential
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-- each shot: angle (turns,
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-- relative to `aim`),
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-- firing x-offset, velocity;
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-- if x-offset is nil, use 0;
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-- if velocity is nil, use
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-- self.veloc instead
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init = function(self)
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if (not self.shots) self.shots = {{{0}}}
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end
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}
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-- gun_base subtypes are
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@ -754,12 +775,6 @@ function gun_base:peel()
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self.munition = mknew(self.munition.new())
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end
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-- default firing behavior:
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-- single shot
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function gun_base:actually_shoot(x, y)
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self.munition.new{}:spawn_at(x, y)
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end
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-- upgrade
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function gun_base:small_upgrade_opts()
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local ret = {
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@ -874,6 +889,35 @@ function gun_base:shoot(x, y)
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return true
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end
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function gun_base:actually_shoot(x, y)
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local shots,veloc,aim,munition = self.shots,self.veloc,self.aim,self.munition
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local idx = self.shot_idx % #shots + 1
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self.shot_idx = idx
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shots = shots[idx]
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for s in all(shots) do
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local a,xo,v = unpack(s)
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v = v or veloc
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xo = xo or 0
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-- reverse x-offset for negative base angle
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if (aim < 0) xo = -xo
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a += aim
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-- todo: switch munition
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-- depending on angle
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-- (allows for non-round
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-- sprites and hitboxes on
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-- shots from guns with
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-- widely varying angles)
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local m = munition.new{}
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-- todo: automatically make
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-- high velocity shots do
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-- multiple collision checks
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m.dy = sin(a) * veloc
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m.dx = cos(a) * veloc
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m:spawn_at(x+(xo or 0), y)
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end
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end
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-->8
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-- bullets and guns
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@ -892,8 +936,6 @@ zap_e = mknew(bullet_base.new{
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y_off = 8,
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damage = 1,
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dx = 0, -- px/frame
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dy = 4,
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hitship = const_fxn(true),
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@ -902,19 +944,21 @@ zap_e = mknew(bullet_base.new{
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zap_p = mknew(zap_e.new{
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sprite = 8,
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dy = -8,
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y_off = 0,
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category = player_blt_cat,
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})
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zap_gun_e = mknew(gun_base.new{
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cooldown = 0x0.0020, -- frames between shots
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veloc = 4,
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munition = zap_e,
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})
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zap_gun_p = mknew(zap_gun_e.new{
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icon = 19,
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munition = zap_p,
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veloc = 8,
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aim = 0.25,
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hdr = "mAIN gUN",
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})
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@ -971,6 +1015,7 @@ blast = mknew(bullet_base.new{
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blast_gun = mknew(gun_base.new{
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icon = 13,
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cooldown = 0x0.0078, -- 120 frames between shots
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aim = -0.75,
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ammo = 5,
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maxammo = 5,
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munition = blast,
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@ -1003,8 +1048,6 @@ protron_e = mknew(bullet_base.new{
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y_off = 4,
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damage = 1,
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dym = 0.5, -- gun sets dy;
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-- this is mult
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category = enemy_blt_cat,
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})
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@ -1020,34 +1063,17 @@ protron_gun_e = mknew(gun_base.new{
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cooldown = 0x0.0040, -- frames between shots
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ammo = nil,
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maxammo = nil,
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munition = protron_e
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munition = protron_e,
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veloc = 2,
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shots = {{{-0.25}, {-0.165}, {-0.0825}, {0}, {0.0825}, {0.165}, {0.25}}}
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})
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function protron_gun_e:actually_shoot(x, y)
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local m = self.munition.dym
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for i=1,3 do
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local b = self.munition.new{
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dx = i*m,
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dy = (4-i)*m,
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}
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b:spawn_at(x,y)
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local b2 = self.munition.new{
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dx = -i*m,
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dy = (4-i)*m,
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}
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b2:spawn_at(x,y)
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end
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local bup = self.munition.new{
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dx=0,
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dy=4*m,
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}
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bup:spawn_at(x,y)
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end
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protron_gun_p = mknew(protron_gun_e.new{
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munition = protron_p,
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maxammo = 20,
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cooldown = 0x0.0018,
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veloc = 4,
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aim = -0.75,
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hdr = "pROTRON",
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body = [[---------GUN
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@ -1076,15 +1102,12 @@ vulcan_e = mknew(bullet_base.new{
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y_off = 0,
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damage = 0.5,
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-- dx from gun
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dy = 2,
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category=enemy_blt_cat
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})
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vulcan_p = mknew(vulcan_e.new{
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sprite=22,
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y_off = 4,
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dy = -4,
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category=player_blt_cat
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})
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@ -1094,30 +1117,22 @@ vulcan_gun_e = mknew(gun_base.new{
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ammo = nil,
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maxammo = nil,
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munition=vulcan_e,
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dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
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xoffs = {1, 0, -1, 1, 0, -1},
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dxidx = 1,
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actually_shoot = function(self, x, y)
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local b = self.munition.new{
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dx = self.dxs[self.dxidx],
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}
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b:spawn_at(self.xoffs[self.dxidx]+x,y)
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self.dxidx += 1
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if (self.dxidx > #self.dxs) self.dxidx = 1
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end
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veloc = 2,
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shots = {{{0.02, 2}}, {{-0.02,0}}, {{-0.03, -2}}, {{0.03, 2}}, {{0.02, 0}}, {{-0.02, -2}}}
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})
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machine_gun_e = mknew(vulcan_gun_e.new{
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icon = 38,
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clip_size = 12,
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clip_interval = 0x0.005a,
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dxs = {0, 0},
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xoffs = {1, -1},
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shots = {{{0, 2}}, {{0, -2}}}
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})
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vulcan_gun_p = mknew(vulcan_gun_e.new{
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munition=vulcan_p,
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maxammo = 100,
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aim=-0.75,
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veloc=4,
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hdr = "vULCAN",
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body = [[---------GUN
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@ -1832,6 +1847,7 @@ end
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-- add a new gun
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function spec_gun_opts()
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-- todo: avoid duplicates
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return pick(spec_gunt, 2)
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end
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@ -1853,7 +1869,6 @@ end
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-- ordinary upgrades
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function small_opts()
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-- todo: include gun opts
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if(not primary_ship.special_guns) return pick(primary_ship:small_upgrade_opts(), 2)
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local opts = {rnd(primary_ship:small_upgrade_opts())}
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for g in all(primary_ship.special_guns) do
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@ -1934,7 +1949,10 @@ function rearm_mode:shuffle()
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-- until the upgrade deck
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-- is a thing that exists
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local lev = primary_ship.level + 1
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if lev == 4 or lev == 12 then
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-- for testing: more guns really early
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-- if lev == 4 or lev == 12 then
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if lev == 2 or lev == 3 then
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self.options = spec_gun_opts()
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elseif lev % 4 == 0 then
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self.options = big_opts()
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