Implemented entity pooling, effect saving, other fixes
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@@ -8,6 +8,8 @@ import io.anuke.mindustry.core.*;
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import io.anuke.mindustry.entities.Bullet;
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import io.anuke.mindustry.entities.Player;
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import io.anuke.mindustry.entities.TileEntity;
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import io.anuke.mindustry.entities.effect.Fire;
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import io.anuke.mindustry.entities.effect.Puddle;
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import io.anuke.mindustry.entities.effect.Shield;
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import io.anuke.mindustry.entities.units.BaseUnit;
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import io.anuke.mindustry.game.Team;
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@@ -145,6 +147,8 @@ public class Vars{
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public static final EntityGroup<Shield> shieldGroup = Entities.addGroup(Shield.class, false);
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public static final EntityGroup<EffectEntity> effectGroup = Entities.addGroup(EffectEntity.class, false);
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public static final EntityGroup<EffectEntity> groundEffectGroup = Entities.addGroup(EffectEntity.class, false);
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public static final EntityGroup<Puddle> groundItemGroup = Entities.addGroup(Puddle.class, false);
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public static final EntityGroup<Fire> airItemGroup = Entities.addGroup(Fire.class, false);
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public static final EntityGroup<BaseUnit>[] unitGroups = new EntityGroup[Team.values().length];
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static{
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