Force projector implementation
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@@ -17,6 +17,7 @@ import io.anuke.mindustry.entities.units.BaseUnit;
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import io.anuke.mindustry.game.Team;
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import io.anuke.mindustry.game.Version;
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import io.anuke.mindustry.net.Net;
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import io.anuke.mindustry.world.blocks.defense.ForceProjector.ShieldEntity;
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import io.anuke.ucore.entities.Entities;
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import io.anuke.ucore.entities.EntityGroup;
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import io.anuke.ucore.entities.impl.EffectEntity;
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@@ -129,7 +130,7 @@ public class Vars{
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public static EntityGroup<EffectEntity> effectGroup;
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public static EntityGroup<DrawTrait> groundEffectGroup;
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public static EntityGroup<ItemDrop> itemGroup;
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public static EntityGroup<ShieldEntity> shieldGroup;
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public static EntityGroup<Puddle> puddleGroup;
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public static EntityGroup<Fire> fireGroup;
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public static EntityGroup<BaseUnit>[] unitGroups;
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@@ -163,6 +164,7 @@ public class Vars{
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groundEffectGroup = Entities.addGroup(DrawTrait.class, false);
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puddleGroup = Entities.addGroup(Puddle.class, false).enableMapping();
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itemGroup = Entities.addGroup(ItemDrop.class).enableMapping();
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shieldGroup = Entities.addGroup(ShieldEntity.class);
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fireGroup = Entities.addGroup(Fire.class, false).enableMapping();
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unitGroups = new EntityGroup[Team.all.length];
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