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@@ -1,5 +1,5 @@
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function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
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function WeaponGenerator.generateSmartCannon(rand, dps, tech, material, rarity)
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local weapon = Weapon()
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weapon:setProjectile()
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@@ -15,8 +15,8 @@ function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
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weapon.appearanceSeed = rand:getInt()
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weapon.seeker = 1
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weapon.appearance = WeaponAppearance.Cannon
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weapon.name = "Smart-Cannon /* Weapon Name*/"%_t
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weapon.prefix = "Smart-Cannon /* Weapon Prefix*/"%_t
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weapon.name = "SmartCannon /* Weapon Name*/"%_t
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-- weapon.prefix = "SmartCannon /* Weapon Prefix*/"%_t
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weapon.icon = "data/textures/icons/autocannon.png"
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weapon.sound = "cannon"
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weapon.accuracy = 0.99 - rand:getFloat(0, 0.03)
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@@ -30,10 +30,10 @@ function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
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local specType = rand:getInt(0, 1)
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if specType > 0 then
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weapon.prefix = "Ionized Smart-Cannon /* Weapon Prefix*/"%_t
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weapon.prefix = "Ionized /* Weapon Prefix*/"%_t
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weapon.shieldPenetration = 1
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else
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weapon.prefix = "Smart-Cannon /* Weapon Prefix*/"%_t
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weapon.prefix = "SmartCannon /* Weapon Prefix*/"%_t
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end
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weapon.psize = rand:getFloat(0.2, 0.5)
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@@ -50,7 +50,7 @@ function WeaponGenerator.generateAutoCannon(rand, dps, tech, material, rarity)
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return weapon
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end
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generatorFunction[WeaponType.AutoCannon] = WeaponGenerator.generateAutoCannon
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generatorFunction[WeaponType.SmartCannon] = WeaponGenerator.generateSmartCannon
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function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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@@ -89,7 +89,7 @@ function WeaponGenerator.generateHeavyCannon(rand, dps, tech, material, rarity)
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local Pen = rand:getInt(0, rarity.value)
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if Pen > 0 then
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weapon.blockPenetration = Pen
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weapon.prefix = "Cumulative Heavy Cannon /* Weapon Prefix*/"%_t
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weapon.prefix = "Cumulative/* Weapon Prefix*/"%_t
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else
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weapon.prefix = "Heavy Cannon /* Weapon Prefix*/"%_t
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end
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