Various optimizations; made healer enemies explode after a while
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@@ -85,7 +85,7 @@ public class AndroidInput extends InputAdapter{
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int tilex = Mathf.scl2(vec.x, tilesize);
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int tiley = Mathf.scl2(vec.y, tilesize);
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if(player.recipe != null && Vars.world.validPlace(tilex, tiley, player.recipe.result)){
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if(player.recipe != null && Vars.control.hasItems(player.recipe.requirements) && Vars.world.validPlace(tilex, tiley, player.recipe.result)){
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Vars.world.placeBlock(tilex, tiley, player.recipe.result, player.rotation);
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@@ -98,10 +98,7 @@ public class AndroidInput extends InputAdapter{
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public static void doInput(){
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if(Gdx.input.isTouched(0) && Mathf.near2d(lmousex, lmousey, Gdx.input.getX(0), Gdx.input.getY(0), Unit.dp.inPixels(50))
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&& !ui.hasMouse() /*
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* && (player.recipe == null || mode ==
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* PlaceMode.touch)
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*/){
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&& !ui.hasMouse()){
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warmup += Timers.delta();
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float lx = mousex, ly = mousey;
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