Defer even firing until after unit is added
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@@ -10,7 +10,7 @@ import arc.scene.ui.layout.*;
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import arc.struct.*;
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import arc.struct.*;
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import arc.util.*;
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import arc.util.*;
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import arc.util.io.*;
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import arc.util.io.*;
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import mindustry.Vars;
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import mindustry.*;
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import mindustry.ai.types.*;
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import mindustry.ai.types.*;
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import mindustry.annotations.Annotations.*;
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import mindustry.annotations.Annotations.*;
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import mindustry.content.*;
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import mindustry.content.*;
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@@ -534,7 +534,6 @@ public class UnitAssembler extends PayloadBlock{
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unit.set(spawn.x + Mathf.range(0.001f), spawn.y + Mathf.range(0.001f));
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unit.set(spawn.x + Mathf.range(0.001f), spawn.y + Mathf.range(0.001f));
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unit.rotation = rotdeg();
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unit.rotation = rotdeg();
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var targetBuild = unit.buildOn();
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var targetBuild = unit.buildOn();
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Events.fire(new UnitCreateEvent(unit, this));
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//'source' is the target build instead of this building; this is because some blocks only accept things from certain angles, and this is a non-standard payload
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//'source' is the target build instead of this building; this is because some blocks only accept things from certain angles, and this is a non-standard payload
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var payload = new UnitPayload(unit);
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var payload = new UnitPayload(unit);
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if(targetBuild != null && targetBuild.team == team && targetBuild.acceptPayload(targetBuild, payload)){
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if(targetBuild != null && targetBuild.team == team && targetBuild.acceptPayload(targetBuild, payload)){
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@@ -549,6 +548,8 @@ public class UnitAssembler extends PayloadBlock{
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progress = 0f;
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progress = 0f;
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Fx.unitAssemble.at(spawn.x, spawn.y, rotdeg() - 90f, plan.unit);
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Fx.unitAssemble.at(spawn.x, spawn.y, rotdeg() - 90f, plan.unit);
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blocks.clear();
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blocks.clear();
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Events.fire(new UnitCreateEvent(unit, this));
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}
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}
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@Override
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@Override
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