Removed and added many TODOs
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@@ -1,7 +1,5 @@
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package io.anuke.mindustry.entities;
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import static io.anuke.mindustry.Vars.tilesize;
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import io.anuke.mindustry.Vars;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.ucore.entities.BulletEntity;
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@@ -9,6 +7,8 @@ import io.anuke.ucore.entities.Entity;
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import io.anuke.ucore.entities.SolidEntity;
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import io.anuke.ucore.util.Mathf;
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import static io.anuke.mindustry.Vars.tilesize;
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public class Bullet extends BulletEntity{
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BulletType type;
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@@ -39,7 +39,6 @@ public class Bullet extends BulletEntity{
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targetEntity = tile.entity;
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}else{
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//make sure to check for linked block collisions
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//TODO move this to the block class?
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Tile linked = tile.getLinked();
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if(linked != null &&
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linked.entity != null && linked.entity.collide(this) && !linked.entity.dead){
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@@ -20,7 +20,6 @@ public class Shield extends Entity{
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private float uptime = 0f;
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private final Tile tile;
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//TODO
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public Shield(Tile tile){
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this.tile = tile;
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@@ -63,7 +63,6 @@ public class TeslaOrb extends Entity{
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}
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void damageEnemy(Enemy enemy){
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//TODO
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enemy.damage(damage);
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Effects.effect(Fx.laserhit, enemy.x + Mathf.range(2f), enemy.y + Mathf.range(2f));
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}
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@@ -36,7 +36,7 @@ public class FortressType extends EnemyType {
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if(Timers.get(this, "spawn", spawnTime) && enemy.spawned < maxSpawn){
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Angles.translation(enemy.angle, 20f);
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Enemy s = new Enemy(EnemyTypes.fast); //TODO assign type!
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Enemy s = new Enemy(EnemyTypes.fast);
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s.lane = enemy.lane;
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s.tier = enemy.tier;
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s.spawner = enemy;
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