Attempt healing targetting even if the bullet doesn't collide with ground targets (#8516)
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@@ -468,12 +468,12 @@ public class Turret extends ReloadTurret{
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target = Units.bestEnemy(team, x, y, range, e -> !e.dead() && !e.isGrounded() && unitFilter.get(e), unitSort);
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target = Units.bestEnemy(team, x, y, range, e -> !e.dead() && !e.isGrounded() && unitFilter.get(e), unitSort);
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}else{
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}else{
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target = Units.bestTarget(team, x, y, range, e -> !e.dead() && unitFilter.get(e) && (e.isGrounded() || targetAir) && (!e.isGrounded() || targetGround), b -> targetGround && buildingFilter.get(b), unitSort);
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target = Units.bestTarget(team, x, y, range, e -> !e.dead() && unitFilter.get(e) && (e.isGrounded() || targetAir) && (!e.isGrounded() || targetGround), b -> targetGround && buildingFilter.get(b), unitSort);
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}
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if(target == null && canHeal()){
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if(target == null && canHeal()){
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target = Units.findAllyTile(team, x, y, range, b -> b.damaged() && b != this);
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target = Units.findAllyTile(team, x, y, range, b -> b.damaged() && b != this);
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}
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}
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}
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}
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}
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protected void turnToTarget(float targetRot){
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protected void turnToTarget(float targetRot){
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rotation = Angles.moveToward(rotation, targetRot, rotateSpeed * delta() * potentialEfficiency);
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rotation = Angles.moveToward(rotation, targetRot, rotateSpeed * delta() * potentialEfficiency);
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