Added item drops, fixed various bugs
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@@ -9,6 +9,7 @@ import io.anuke.mindustry.entities.Player;
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import io.anuke.mindustry.entities.TileEntity;
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import io.anuke.mindustry.entities.bullet.Bullet;
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import io.anuke.mindustry.entities.effect.Fire;
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import io.anuke.mindustry.entities.effect.ItemDrop;
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import io.anuke.mindustry.entities.effect.Puddle;
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import io.anuke.mindustry.entities.effect.Shield;
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import io.anuke.mindustry.entities.units.BaseUnit;
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@@ -16,7 +17,7 @@ import io.anuke.mindustry.game.Team;
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import io.anuke.mindustry.io.Version;
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import io.anuke.ucore.entities.Entities;
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import io.anuke.ucore.entities.EntityGroup;
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import io.anuke.ucore.entities.component.DrawTrait;
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import io.anuke.ucore.entities.trait.DrawTrait;
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import io.anuke.ucore.entities.impl.EffectEntity;
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import io.anuke.ucore.scene.ui.layout.Unit;
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import io.anuke.ucore.util.OS;
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@@ -63,7 +64,7 @@ public class Vars{
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//whether turrets have infinite ammo (only with debug)
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public static boolean infiniteAmmo = true;
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//whether to show paths of enemies
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public static boolean showPaths = true;
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public static boolean showPaths = false;
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//if false, player is always hidden
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public static boolean showPlayer = true;
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//whether to hide ui, only on debug
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@@ -81,6 +82,8 @@ public class Vars{
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public static final int saveSlots = 64;
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public static final float itemSize = 5f;
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//only if smoothCamera
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public static boolean snapCamera = true;
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@@ -132,8 +135,10 @@ public class Vars{
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public static EntityGroup<Shield> shieldGroup;
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public static EntityGroup<EffectEntity> effectGroup;
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public static EntityGroup<DrawTrait> groundEffectGroup;
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public static EntityGroup<ItemDrop> itemGroup;
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public static EntityGroup<Puddle> puddleGroup;
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public static EntityGroup<Fire> airItemGroup;
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public static EntityGroup<Fire> fireGroup;
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public static EntityGroup<BaseUnit>[] unitGroups;
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public static void init(){
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@@ -146,7 +151,8 @@ public class Vars{
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effectGroup = Entities.addGroup(EffectEntity.class, false);
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groundEffectGroup = Entities.addGroup(DrawTrait.class, false);
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puddleGroup = Entities.addGroup(Puddle.class, false);
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airItemGroup = Entities.addGroup(Fire.class, false);
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itemGroup = Entities.addGroup(ItemDrop.class);
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fireGroup = Entities.addGroup(Fire.class, false);
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unitGroups = new EntityGroup[Team.values().length];
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threads = new ThreadHandler(Platform.instance.getThreadProvider());
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