Made turrets ignore passable buildings
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@@ -87,6 +87,7 @@ public class Turret extends ReloadTurret{
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public boolean displayAmmoMultiplier = true;
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public Sortf unitSort = UnitSorts.closest;
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public Boolf<Unit> unitFilter = u -> true;
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public Boolf<Building> buildingFilter = b -> !b.block.underBullets;
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public DrawBlock drawer = new DrawTurret();
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@@ -393,7 +394,7 @@ public class Turret extends ReloadTurret{
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if(targetAir && !targetGround){
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target = Units.bestEnemy(team, x, y, range, e -> !e.dead() && !e.isGrounded() && unitFilter.get(e), unitSort);
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}else{
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target = Units.bestTarget(team, x, y, range, e -> !e.dead() && unitFilter.get(e) && (e.isGrounded() || targetAir) && (!e.isGrounded() || targetGround), b -> targetGround, unitSort);
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target = Units.bestTarget(team, x, y, range, e -> !e.dead() && unitFilter.get(e) && (e.isGrounded() || targetAir) && (!e.isGrounded() || targetGround), b -> targetGround && buildingFilter.get(b), unitSort);
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if(target == null && canHeal()){
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target = Units.findAllyTile(team, x, y, range, b -> b.damaged() && b != this);
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