Map submission fixes / Fixed moving units not hitting conveyors
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@@ -34,6 +34,7 @@ public class SectorPresets{
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testingGrounds = new SectorPreset("testingGrounds", serpulo, 3){{
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testingGrounds = new SectorPreset("testingGrounds", serpulo, 3){{
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difficulty = 7;
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difficulty = 7;
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captureWave = 33;
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}};
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}};
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frozenForest = new SectorPreset("frozenForest", serpulo, 86){{
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frozenForest = new SectorPreset("frozenForest", serpulo, 86){{
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@@ -772,6 +772,13 @@ public class BulletType extends Content implements Cloneable{
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}
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}
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public @Nullable Bullet create(@Nullable Entityc owner, @Nullable Entityc shooter, Team team, float x, float y, float angle, float damage, float velocityScl, float lifetimeScl, Object data, @Nullable Mover mover, float aimX, float aimY){
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public @Nullable Bullet create(@Nullable Entityc owner, @Nullable Entityc shooter, Team team, float x, float y, float angle, float damage, float velocityScl, float lifetimeScl, Object data, @Nullable Mover mover, float aimX, float aimY){
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return create(owner, shooter, team, x, y, angle, damage, velocityScl, lifetimeScl, data, mover, aimX, aimY, null);
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}
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public @Nullable Bullet create(
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@Nullable Entityc owner, @Nullable Entityc shooter, Team team, float x, float y, float angle, float damage, float velocityScl,
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float lifetimeScl, Object data, @Nullable Mover mover, float aimX, float aimY, @Nullable Teamc target
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){
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if(!Mathf.chance(createChance)) return null;
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if(!Mathf.chance(createChance)) return null;
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if(ignoreSpawnAngle) angle = 0;
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if(ignoreSpawnAngle) angle = 0;
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if(spawnUnit != null){
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if(spawnUnit != null){
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@@ -812,7 +819,7 @@ public class BulletType extends Content implements Cloneable{
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bullet.originX = x;
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bullet.originX = x;
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bullet.originY = y;
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bullet.originY = y;
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if(!(aimX == -1f && aimY == -1f)){
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if(!(aimX == -1f && aimY == -1f)){
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bullet.aimTile = world.tileWorld(aimX, aimY);
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bullet.aimTile = target instanceof Building b ? b.tile : world.tileWorld(aimX, aimY);
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}
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}
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bullet.aimX = aimX;
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bullet.aimX = aimX;
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bullet.aimY = aimY;
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bullet.aimY = aimY;
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@@ -489,7 +489,7 @@ public class Weapon implements Cloneable{
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angle = shootAngle + Mathf.range(inaccuracy + bullet.inaccuracy);
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angle = shootAngle + Mathf.range(inaccuracy + bullet.inaccuracy);
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Entityc shooter = unit.controller() instanceof MissileAI ai ? ai.shooter : unit; //Pass the missile's shooter down to its bullets
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Entityc shooter = unit.controller() instanceof MissileAI ai ? ai.shooter : unit; //Pass the missile's shooter down to its bullets
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mount.bullet = bullet.create(unit, shooter, unit.team, bulletX, bulletY, angle, -1f, (1f - velocityRnd) + Mathf.random(velocityRnd), lifeScl, null, mover, mount.aimX, mount.aimY);
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mount.bullet = bullet.create(unit, shooter, unit.team, bulletX, bulletY, angle, -1f, (1f - velocityRnd) + Mathf.random(velocityRnd), lifeScl, null, mover, mount.aimX, mount.aimY, mount.target);
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handleBullet(unit, mount, mount.bullet);
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handleBullet(unit, mount, mount.bullet);
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if(!continuous){
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if(!continuous){
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