let's not do that
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@@ -701,10 +701,6 @@ public class Block extends UnlockableContent implements Senseable{
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return liquidFilter[liq.id];
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}
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public boolean canReplace(Tile tile, Block other){
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return canReplace(other);
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}
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public boolean canReplace(Block other){
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if(other.alwaysReplace) return true;
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if(other.privileged) return false;
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@@ -216,7 +216,7 @@ public class Build{
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//floors have different checks
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if(type.isFloor()){
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return type.isOverlay() ? type.canReplace(tile, tile.overlay()) : type.canReplace(tile, tile.floor());
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return type.isOverlay() ? tile.overlay() != type : tile.floor() != type;
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}
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//campaign darkness check
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@@ -247,7 +247,7 @@ public class Build{
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!check.floor().placeableOn && !type.ignoreBuildDarkness || //solid floor
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//when you have a payload, you cannot place blocks on things, even if normal placement rules allow it. this is a hack that assumes checkVisible = true means it's coming from a payload
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(!checkVisible && checkCoreRadius && !check.block().alwaysReplace) || //replacing a block that should be replaced (e.g. payload placement)
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!(((type.canReplace(check, check.block()) || (check.build != null && check.build.canBeReplaced(type)) || (type == check.block && team != Team.derelict && state.rules.derelictRepair && check.team() == Team.derelict)) || //can replace type OR can replace derelict block of same type
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!(((type.canReplace(check.block()) || (check.build != null && check.build.canBeReplaced(type)) || (type == check.block && team != Team.derelict && state.rules.derelictRepair && check.team() == Team.derelict)) || //can replace type OR can replace derelict block of same type
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(check.build instanceof ConstructBuild build && build.current == type && check.centerX() == tile.x && check.centerY() == tile.y)) && //same type in construction
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type.bounds(tile.x, tile.y, Tmp.r1).grow(0.01f).contains(check.block.bounds(check.centerX(), check.centerY(), Tmp.r2))) || //no replacement
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(type.requiresWater && check.floor().liquidDrop != Liquids.water) //requires water but none found
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