Cleanup & control fixes
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@@ -103,6 +103,7 @@ public class Turret extends ReloadTurret{
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public boolean playerControllable = true;
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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 DrawBlock draw = new DrawTurret();
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@@ -419,9 +420,9 @@ public class Turret extends ReloadTurret{
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float range = range();
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if(targetAir && !targetGround){
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target = Units.bestEnemy(team, x, y, range, e -> !e.dead() && !e.isGrounded(), unitSort);
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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() && (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, 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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