Replaced some post calls with cancel-able time calls
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@@ -546,7 +546,7 @@ public class Damage{
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}
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public static void tileDamage(Team team, int x, int y, float baseRadius, float damage, @Nullable Bullet source){
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Core.app.post(() -> {
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Time.run(0f, () -> {
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var in = world.build(x, y);
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//spawned inside a multiblock. this means that damage needs to be dealt directly.
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//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.
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@@ -518,7 +518,7 @@ public class BulletType extends Content implements Cloneable{
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if(fragOnHit){
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if(delayFrags && fragBullet != null && fragBullet.delayFrags){
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Core.app.post(() -> createFrags(b, x, y));
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Time.run(0f, () -> createFrags(b, x, y));
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}else{
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createFrags(b, x, y);
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}
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@@ -60,7 +60,7 @@ public class MinimapRenderer{
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if(e.tile.block().solid && e.tile.y > 0){
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Tile tile = world.tile(e.tile.x, e.tile.y - 1);
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if(tile.block() == Blocks.air){
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Core.app.post(() -> update(tile));
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Time.run(0f, () -> update(tile));
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}
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}
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});
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@@ -624,11 +624,8 @@ public class CoreBlock extends StorageBlock{
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if(net.server()){
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//delay so clients don't destroy it afterwards
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Core.app.post(() -> {
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//make sure the world hasn't reloaded since
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if(world.tile(tile.x, tile.y) == tile){
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tile.setNet(block, lastDamage, 0);
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}
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Time.run(0f, () -> {
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tile.setNet(block, lastDamage, 0);
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});
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}
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}
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