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@@ -60,7 +60,7 @@
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<range>25.9</range>
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<warmupTime>1.5</warmupTime>
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<burstShotCount>10</burstShotCount>
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<ticksBetweenBurstShots>50</ticksBetweenBurstShots>
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<ticksBetweenBurstShots>12</ticksBetweenBurstShots>
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<soundCast>ChargeLance_Fire</soundCast>
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<soundCastTail>GunTail_Heavy</soundCastTail>
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<targetParams>
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@@ -72,7 +72,7 @@
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<accuracyLong>0.4</accuracyLong>
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<minRange>3</minRange>
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<requireLineOfSight>true</requireLineOfSight>
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<pathWidth>1</pathWidth>
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<pathWidth>2.5</pathWidth>
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<damageDef>Vaporize</damageDef>
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<damageAmount>50</damageAmount>
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<armorPenetration>0.3</armorPenetration>
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@@ -99,18 +99,6 @@ namespace WulaFallenEmpire
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protected override bool TryCastShot()
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{
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// Temporarily commented out CompWeaponCharge related code
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/*
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bool flag = this.compCharge != null && !this.compCharge.CanBeUsed;
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if (!flag)
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{
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CompWeaponCharge compCharge = this.compCharge;
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if (compCharge != null)
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{
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compCharge.UsedOnce();
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}
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*/
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// Calculate all affected cells once
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List<IntVec3> allAffectedCells = this.AffectedCells(this.currentTarget);
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@@ -123,18 +111,14 @@ namespace WulaFallenEmpire
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beam.pathWidth = this.ExcaliburProps.pathWidth;
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beam.weaponDef = this.CasterPawn.equipment.Primary.def;
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beam.damageDef = this.ExcaliburProps.damageDef;
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beam.StartStrike(allAffectedCells, this.BurstShotsLeft, this.BurstShotCount);
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beam.StartStrike(allAffectedCells, this.verbProps.burstShotCount, this.verbProps.burstShotCount);
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return true;
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/*
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}
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return false;
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*/
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}
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public override void DrawHighlight(LocalTargetInfo target)
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{
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GenDraw.DrawFieldEdges(this.AffectedCells(target), 2900);
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GenDraw.DrawFieldEdges(this.AffectedCells(target), SimpleColor.Red);
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}
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private List<IntVec3> AffectedCells(LocalTargetInfo target)
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@@ -188,9 +172,10 @@ namespace WulaFallenEmpire
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{
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return currentCell; // Hit an impassable wall
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}
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}
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return (position.ToVector3() + direction * maxRange).ToIntVec3(); // Reached max range
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}
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private bool CanUseCell(IntVec3 c)
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{
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return c.InBounds(this.CasterPawn.Map) && c != this.CasterPawn.Position;
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