Misc bugfixes
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@@ -13,7 +13,7 @@ import mindustry.gen.*;
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import mindustry.world.*;
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public class CommandAI extends AIController{
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protected static final int maxCommandQueueSize = 64;
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protected static final int maxCommandQueueSize = 50;
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protected static final float localInterval = 40f;
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protected static final Vec2 vecOut = new Vec2(), flockVec = new Vec2(), separation = new Vec2(), cohesion = new Vec2(), massCenter = new Vec2();
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protected static final boolean[] noFound = {false};
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@@ -439,9 +439,16 @@ public class Weapon implements Cloneable{
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shoot.shoot(mount.barrelCounter, (xOffset, yOffset, angle, delay, mover) -> {
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//this is incremented immediately, as it is used for total bullet creation amount detection
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mount.totalShots ++;
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int barrel = mount.barrelCounter;
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if(delay > 0f){
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Time.run(delay, () -> bullet(unit, mount, xOffset, yOffset, angle, mover));
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Time.run(delay, () -> {
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//hack: make sure the barrel is the same as what it was when the bullet was queued to fire
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int prev = mount.barrelCounter;
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mount.barrelCounter = barrel;
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bullet(unit, mount, xOffset, yOffset, angle, mover);
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mount.barrelCounter = prev;
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});
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}else{
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bullet(unit, mount, xOffset, yOffset, angle, mover);
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}
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@@ -561,8 +561,16 @@ public class Turret extends ReloadTurret{
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shoot.shoot(barrelCounter, (xOffset, yOffset, angle, delay, mover) -> {
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queuedBullets++;
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int barrel = barrelCounter;
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if(delay > 0f){
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Time.run(delay, () -> bullet(type, xOffset, yOffset, angle, mover));
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Time.run(delay, () -> {
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//hack: make sure the barrel is the same as what it was when the bullet was queued to fire
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int prev = barrelCounter;
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barrelCounter = barrel;
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bullet(type, xOffset, yOffset, angle, mover);
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barrelCounter = prev;
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});
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}else{
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bullet(type, xOffset, yOffset, angle, mover);
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}
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@@ -51,7 +51,7 @@ public class ConsumeLiquids extends Consume{
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@Override
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public float efficiency(Building build){
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float mult = multiplier.get(build);
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float ed = build.edelta();
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float ed = build.edelta() * build.efficiencyScale();
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if(ed <= 0.00000001f) return 0f;
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float min = 1f;
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for(var stack : liquids){
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