Implicit non-nullability for fields
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@@ -1,11 +1,10 @@
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package mindustry.world.blocks.defense.turrets;
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import arc.util.ArcAnnotate.*;
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import mindustry.entities.bullet.*;
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import mindustry.world.meta.*;
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public class PowerTurret extends Turret{
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public @NonNull BulletType shootType;
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public BulletType shootType;
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public float powerUse = 1f;
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public PowerTurret(String name){
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@@ -152,7 +152,7 @@ public abstract class Turret extends Block{
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public boolean logicShooting = false;
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public @Nullable Posc target;
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public Vec2 targetPos = new Vec2();
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public @NonNull BlockUnitc unit = Nulls.blockUnit;
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public BlockUnitc unit = Nulls.blockUnit;
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@Override
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public float range(){
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@@ -37,7 +37,7 @@ public class Floor extends Block{
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/** Effect displayed when drowning on this floor. */
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public Effect drownUpdateEffect = Fx.bubble;
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/** Status effect applied when walking on. */
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public @NonNull StatusEffect status = StatusEffects.none;
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public StatusEffect status = StatusEffects.none;
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/** Intensity of applied status effect. */
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public float statusDuration = 60f;
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/** liquids that drop from this block, used for pumps */
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@@ -3,12 +3,11 @@ package mindustry.world.blocks.production;
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import arc.*;
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import arc.graphics.g2d.*;
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import arc.math.*;
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import arc.util.ArcAnnotate.*;
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import arc.util.io.*;
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import mindustry.annotations.Annotations.*;
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import mindustry.gen.*;
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import mindustry.type.*;
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import mindustry.graphics.*;
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import mindustry.type.*;
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import mindustry.world.*;
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import mindustry.world.consumers.*;
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import mindustry.world.meta.*;
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@@ -18,7 +17,7 @@ import mindustry.world.meta.values.*;
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* Extracts a random list of items from an input item and an input liquid.
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*/
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public class Separator extends Block{
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public @NonNull ItemStack[] results;
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public ItemStack[] results;
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public float craftTime;
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public @Load("@-liquid") TextureRegion liquidRegion;
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@@ -154,7 +154,7 @@ public class CoreBlock extends StorageBlock{
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public class CoreBuild extends Building implements ControlBlock{
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public int storageCapacity;
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//note that this unit is never actually used for control; the possession handler makes the player respawn when this unit is controlled
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public @NonNull BlockUnitc unit = Nulls.blockUnit;
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public BlockUnitc unit = Nulls.blockUnit;
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@Override
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public void created(){
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