Various tweaks
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@@ -44,8 +44,10 @@ public class Fx{
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mixcol(Pal.accent, 1f);
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alpha(e.fout());
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rect(select.type().icon(Cicon.full), select.x(), select.y(), select.rotation() - 90f);
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Lines.square(select.x(), select.y(), e.fout() * select.hitSize() * 2f, 45f);
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Lines.stroke(e.fin() * 2f);
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alpha(1f);
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Lines.stroke(e.fslope() * 1f);
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Lines.square(select.x(), select.y(), e.fout() * select.hitSize() * 2f, 45);
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Lines.stroke(e.fslope() * 2f);
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Lines.square(select.x(), select.y(), e.fout() * select.hitSize() * 3f, 45f);
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reset();
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}),
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@@ -80,8 +80,6 @@ public class OverlayRenderer{
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Draw.reset();
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}
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//draw config selected block
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if(input.frag.config.isShown()){
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Tilec tile = input.frag.config.getSelectedTile();
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@@ -11,7 +11,7 @@ public enum Binding implements KeyBind{
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move_y(new Axis(KeyCode.S, KeyCode.W)),
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mouse_move(KeyCode.MOUSE_BACK),
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dash(KeyCode.SHIFT_LEFT),
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control(KeyCode.ALT_LEFT),
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control(KeyCode.SHIFT_LEFT),
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select(KeyCode.MOUSE_LEFT),
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deselect(KeyCode.MOUSE_RIGHT),
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break_block(KeyCode.MOUSE_RIGHT),
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@@ -181,6 +181,7 @@ public class DesktopInput extends InputHandler{
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}
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}
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//TODO this is for debugging, remove later
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if(Core.input.keyTap(KeyCode.Q) && !player.dead()){
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Fx.commandSend.at(player);
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Units.nearby(player.team(), player.x(), player.y(), 200f, u -> {
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@@ -174,7 +174,9 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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player.clearUnit();
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//make sure it's AI controlled, so players can't overwrite each other
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}else if(unit.isAI() && unit.team() == player.team()){
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player.unit(unit);
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Time.runTask(Fx.unitSpirit.lifetime * 0.87f, () -> {
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player.unit(unit);
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});
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Time.run(Fx.unitSpirit.lifetime, () -> Fx.unitControl.at(unit.x(), unit.y(), 0f, unit));
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if(!player.dead()){
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Fx.unitSpirit.at(player.x(), player.y(), 0f, unit);
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