Fix turret shooting priority when there are multiple teams (#5299)
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@@ -184,7 +184,7 @@ public class Units{
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}
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}
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/** Returns the closest target enemy. First, units are checked, then tile entities. */
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/** Returns the closest target enemy. First, units are checked, then buildings. */
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public static Teamc bestTarget(Team team, float x, float y, float range, Boolf<Unit> unitPred, Boolf<Building> tilePred, Sortf sort){
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if(team == Team.derelict) return null;
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