Homing bullet targeting fix
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@@ -521,9 +521,13 @@ public class BulletType extends Content implements Cloneable{
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e -> e.checkTarget(collidesAir, collidesGround) && e.team != b.team && !b.hasCollided(e.id),
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e -> e.checkTarget(collidesAir, collidesGround) && e.team != b.team && !b.hasCollided(e.id),
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t -> collidesGround && (t.team != b.team || t.damaged()) && !b.hasCollided(t.id)
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t -> collidesGround && (t.team != b.team || t.damaged()) && !b.hasCollided(t.id)
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);
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);
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}else{
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if(b.aimTile != null && b.aimTile.build != null && b.aimTile.build.team != b.team && collidesGround && !b.hasCollided(b.aimTile.build.id)){
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target = b.aimTile.build;
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}else{
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}else{
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target = Units.closestTarget(b.team, realAimX, realAimY, homingRange, e -> e.checkTarget(collidesAir, collidesGround) && !b.hasCollided(e.id), t -> collidesGround && !b.hasCollided(t.id));
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target = Units.closestTarget(b.team, realAimX, realAimY, homingRange, e -> e.checkTarget(collidesAir, collidesGround) && !b.hasCollided(e.id), t -> collidesGround && !b.hasCollided(t.id));
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}
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}
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}
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if(target != null){
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if(target != null){
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b.vel.setAngle(Angles.moveToward(b.rotation(), b.angleTo(target), homingPower * Time.delta * 50f));
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b.vel.setAngle(Angles.moveToward(b.rotation(), b.angleTo(target), homingPower * Time.delta * 50f));
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