Better support for disabling omniMovement
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@@ -642,11 +642,7 @@ public class DesktopInput extends InputHandler{
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unit.lookAt(unit.prefRotation());
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}
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if(omni){
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unit.moveAt(movement);
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}else{
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unit.rotateMove(movement);
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}
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unit.movePref(movement);
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unit.aim(unit.type.faceTarget ? Core.input.mouseWorld() : Tmp.v1.trns(unit.rotation, Core.input.mouseWorld().dst(unit)).add(unit.x, unit.y));
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unit.controlWeapons(true, player.shooting && !boosted);
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@@ -919,11 +919,7 @@ public class MobileInput extends InputHandler implements GestureListener{
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player.boosting = collisions.overlapsTile(rect) || !unit.within(targetPos, 85f);
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if(omni){
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unit.moveAt(movement);
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}else{
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unit.rotateMove(movement);
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}
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unit.movePref(movement);
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//update shooting if not building + not mining
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if(!player.unit().activelyBuilding() && player.unit().mineTile == null){
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