Fixed #7622
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@@ -119,21 +119,11 @@ public class CommandAI extends AIController{
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}
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}
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boolean noBoost = true;
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if(targetPos != null){
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boolean move = true;
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vecOut.set(targetPos);
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//boosting units with RTS controls are incredibly buggy and hard to use. there's no clear way for units to know where to land to approach or attack something
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boolean tryBoosting = false;//unit.type.canBoost && (attackTarget == null || !unit.within(attackTarget, unit.type.range));
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//noBoost = false;
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if(tryBoosting){
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unit.updateBoosting(true);
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}
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if(unit.isGrounded() && !tryBoosting){
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if(unit.isGrounded()){
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move = Vars.controlPath.getPathPosition(unit, pathId, targetPos, vecOut);
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}
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@@ -185,10 +175,6 @@ public class CommandAI extends AIController{
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}else if(target != null){
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faceTarget();
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}
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if(noBoost){
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unit.updateBoosting(false);
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}
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}
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@Override
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