FX cast cleanup
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@@ -79,9 +79,8 @@ public class Fx{
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}),
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unitControl = new Effect(30f, e -> {
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if(!(e.data instanceof Unit)) return;
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if(!(e.data instanceof Unit select)) return;
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Unit select = e.data();
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boolean block = select instanceof BlockUnitc;
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mixcol(Pal.accent, 1f);
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@@ -96,9 +95,8 @@ public class Fx{
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}),
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unitDespawn = new Effect(100f, e -> {
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if(!(e.data instanceof Unit) || e.<Unit>data().type == null) return;
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if(!(e.data instanceof Unit select) || select.type == null) return;
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Unit select = e.data();
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float scl = e.fout(Interp.pow2Out);
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float p = Draw.scl;
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Draw.scl *= scl;
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@@ -111,8 +109,7 @@ public class Fx{
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}),
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unitSpirit = new Effect(17f, e -> {
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if(!(e.data instanceof Position)) return;
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Position to = e.data();
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if(!(e.data instanceof Position to)) return;
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color(Pal.accent);
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@@ -130,8 +127,7 @@ public class Fx{
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}),
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itemTransfer = new Effect(12f, e -> {
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if(!(e.data instanceof Position)) return;
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Position to = e.data();
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if(!(e.data instanceof Position to)) return;
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Tmp.v1.set(e.x, e.y).interpolate(Tmp.v2.set(to), e.fin(), Interp.pow3)
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.add(Tmp.v2.sub(e.x, e.y).nor().rotate90(1).scl(Mathf.randomSeedRange(e.id, 1f) * e.fslope() * 10f));
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float x = Tmp.v1.x, y = Tmp.v1.y;
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@@ -145,9 +141,7 @@ public class Fx{
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}),
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pointBeam = new Effect(25f, 300f, e -> {
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if(!(e.data instanceof Position)) return;
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Position pos = e.data();
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if(!(e.data instanceof Position pos)) return;
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Draw.color(e.color, e.fout());
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Lines.stroke(1.5f);
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@@ -241,11 +235,10 @@ public class Fx{
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}),
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unitWreck = new Effect(200f, e -> {
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if(!(e.data instanceof TextureRegion)) return;
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if(!(e.data instanceof TextureRegion reg)) return;
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Draw.mixcol(Pal.rubble, 1f);
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TextureRegion reg = e.data();
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float vel = e.fin(Interp.pow5Out) * 2f * Mathf.randomSeed(e.id, 1f);
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float totalRot = Mathf.randomSeed(e.id + 1, 10f);
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Tmp.v1.trns(Mathf.randomSeed(e.id + 2, 360f), vel);
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@@ -1900,9 +1893,7 @@ public class Fx{
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}).layer(Layer.groundUnit + 1f),
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unitShieldBreak = new Effect(35, e -> {
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if(!(e.data instanceof Unitc)) return;
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Unit unit = e.data();
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if(!(e.data instanceof Unit unit)) return;
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float radius = unit.hitSize() * 1.3f;
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