Fix missing burst bullet in bullet ring. Reduce collision radius of ring bullets to better match the graphic. Release Build 11896.
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@ -63,7 +63,7 @@ void BurstBullet::Explode(){
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}
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}
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SoundEffect::PlaySFX("Burst Bullet Explode",pos);
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for(int i:std::ranges::iota_view(0,extraBulletCount)){
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for(int i:std::ranges::iota_view(0,extraBulletCount+1)){
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const float angle{(360.f/extraBulletCount)*i};
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const vf2d newPos{pos+vf2d{radius/2.f,angle}.cart()};
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CreateBullet(RotateBullet)(newPos,angle,extraBulletStartSpeed,extraBulletAcc,extraBulletHeadingAngleChange,extraBulletRadius,damage,OnUpperLevel(),friendly,WHITE)EndBullet;
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 3
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#define VERSION_PATCH 0
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#define VERSION_BUILD 11895
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#define VERSION_BUILD 11896
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -1262,13 +1262,13 @@ MonsterStrategy
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# Number of shots when a big bullet comes out instead.
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Big Bullet Frequency = 6shots
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Big Bullet Speed = 250
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Big Bullet Radius = 18px
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Big Bullet Radius = 8px
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Big Bullet Detection Radius = 200
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Big Bullet Damage = 90
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# xscale, yscale
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Big Bullet Image Scale = 2,2
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Big Bullet Extra Bullet Count = 10
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Big Bullet Extra Bullet Radius = 8px
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Big Bullet Extra Bullet Radius = 5px
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Big Bullet Extra Bullet Rotate Speed = 40deg/sec
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Big Bullet Extra Bullet Image Scale = 1,1
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Big Bullet Extra Bullet Speed = 120
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