Fixed #10962
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@@ -98,7 +98,7 @@ public class MobileInput extends InputHandler implements GestureListener{
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}else{
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Building tile = world.buildWorld(x, y);
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if((tile != null && player.team() != tile.team && (tile.team != Team.derelict || state.rules.coreCapture)) || (tile != null && player.unit().type.canHeal && tile.team == player.team() && tile.damaged())){
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if((tile != null && (player.team() != tile.team && (tile.team != Team.derelict || state.rules.coreCapture)) && player.unit().type.canAttack) || (tile != null && player.unit().type.canHeal && tile.team == player.team() && tile.damaged())){
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player.unit().mineTile = null;
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target = tile;
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}
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@@ -1078,7 +1078,7 @@ public class MobileInput extends InputHandler implements GestureListener{
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//this may be a bad idea, aiming for a point far in front could work better, test it out
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unit.aim(Core.input.mouseWorldX(), Core.input.mouseWorldY());
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}else{
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Vec2 intercept = Predict.intercept(unit, target, bulletSpeed);
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Vec2 intercept = player.unit().type.weapons.contains(w -> w.predictTarget) ? Predict.intercept(unit, target, bulletSpeed) : Tmp.v1.set(target);
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player.mouseX = intercept.x;
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player.mouseY = intercept.y;
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