Better Android keyboard support
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@@ -567,7 +567,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
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data.unlockContent(mech);
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}
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if(mobile && !Core.settings.getBool("keyboard")){
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if(control.input instanceof MobileInput){
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updateTouch();
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}else{
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updateKeyboard();
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@@ -723,50 +723,41 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
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//update shooting if not building, not mining and there's ammo left
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if(!isBuilding() && getMineTile() == null){
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//autofire: mobile only!
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if(mobile){
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if(target == null){
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isShooting = false;
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if(Core.settings.getBool("autotarget")){
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target = Units.closestTarget(team, x, y, getWeapon().bullet.range(), u -> u.getTeam() != Team.derelict, u -> u.getTeam() != Team.derelict);
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//autofire
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if(target == null){
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isShooting = false;
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if(Core.settings.getBool("autotarget")){
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target = Units.closestTarget(team, x, y, getWeapon().bullet.range(), u -> u.getTeam() != Team.derelict, u -> u.getTeam() != Team.derelict);
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if(mech.canHeal && target == null){
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target = Geometry.findClosest(x, y, indexer.getDamaged(Team.sharded));
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if(target != null && dst(target) > getWeapon().bullet.range()){
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target = null;
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}else if(target != null){
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target = ((Tile)target).entity;
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}
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}
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if(target != null){
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setMineTile(null);
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if(mech.canHeal && target == null){
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target = Geometry.findClosest(x, y, indexer.getDamaged(Team.sharded));
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if(target != null && dst(target) > getWeapon().bullet.range()){
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target = null;
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}else if(target != null){
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target = ((Tile)target).entity;
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}
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}
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}else if(target.isValid() || (target instanceof TileEntity && ((TileEntity)target).damaged() && target.getTeam() == team &&
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mech.canHeal && dst(target) < getWeapon().bullet.range())){
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//rotate toward and shoot the target
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if(mech.turnCursor){
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rotation = Mathf.slerpDelta(rotation, angleTo(target), 0.2f);
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if(target != null){
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setMineTile(null);
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}
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Vector2 intercept = Predict.intercept(this, target, getWeapon().bullet.speed);
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pointerX = intercept.x;
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pointerY = intercept.y;
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updateShooting();
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isShooting = true;
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}
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}else if(target.isValid() || (target instanceof TileEntity && ((TileEntity)target).damaged() && target.getTeam() == team &&
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mech.canHeal && dst(target) < getWeapon().bullet.range())){
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//rotate toward and shoot the target
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if(mech.turnCursor){
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rotation = Mathf.slerpDelta(rotation, angleTo(target), 0.2f);
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}
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}else if(isShooting()){
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Vector2 vec = Core.input.mouseWorld(control.input.getMouseX(),
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control.input.getMouseY());
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pointerX = vec.x;
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pointerY = vec.y;
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Vector2 intercept = Predict.intercept(this, target, getWeapon().bullet.speed);
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pointerX = intercept.x;
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pointerY = intercept.y;
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updateShooting();
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isShooting = true;
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}
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}
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}
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