Better heal FX / Lower wall priority
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@@ -95,7 +95,7 @@ public class MendProjector extends Block{
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indexer.eachBlock(this, realRange, b -> b.damaged() && !b.isHealSuppressed(), other -> {
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other.heal(other.maxHealth() * (healPercent + phaseHeat * phaseBoost) / 100f * efficiency);
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other.recentlyHealed();
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Fx.healBlockFull.at(other.x, other.y, other.block.size, baseColor);
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Fx.healBlockFull.at(other.x, other.y, other.block.size, baseColor, other.block);
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});
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}
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}
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@@ -37,6 +37,7 @@ public class Wall extends Block{
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canOverdrive = false;
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drawDisabled = false;
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crushDamageMultiplier = 5f;
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priority = TargetPriority.wall;
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//it's a wall of course it's supported everywhere
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envEnabled = Env.any;
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