Internal refactoring & cleanup
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@@ -596,7 +596,7 @@ public class DesktopInput extends InputHandler{
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}
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protected void updateMovement(Unit unit){
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boolean omni = !(unit instanceof WaterMovec);
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boolean omni = unit.type().omniMovement;
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boolean ground = unit.isGrounded();
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float strafePenalty = ground ? 1f : Mathf.lerp(1f, unit.type().strafePenalty, Angles.angleDist(unit.vel().angle(), unit.rotation()) / 180f);
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@@ -292,7 +292,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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}else if(unit == null){ //just clear the unit (is this used?)
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player.clearUnit();
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//make sure it's AI controlled, so players can't overwrite each other
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}else if(unit.isAI() && unit.team == player.team() && !unit.deactivated() && !unit.dead){
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}else if(unit.isAI() && unit.team == player.team() && !unit.dead){
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if(!net.client()){
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player.unit(unit);
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}
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@@ -365,7 +365,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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}
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if(controlledType != null && player.dead()){
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Unit unit = Units.closest(player.team(), player.x, player.y, u -> !u.isPlayer() && u.type() == controlledType && !u.deactivated() && !u.dead);
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Unit unit = Units.closest(player.team(), player.x, player.y, u -> !u.isPlayer() && u.type() == controlledType && !u.dead);
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if(unit != null){
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Call.unitControl(player, unit);
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@@ -375,7 +375,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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public void checkUnit(){
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if(controlledType != null){
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Unit unit = Units.closest(player.team(), player.x, player.y, u -> !u.isPlayer() && u.type() == controlledType && !u.deactivated() && !u.dead);
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Unit unit = Units.closest(player.team(), player.x, player.y, u -> !u.isPlayer() && u.type() == controlledType && !u.dead);
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if(unit == null && controlledType == UnitTypes.block){
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unit = world.buildWorld(player.x, player.y) instanceof ControlBlock ? ((ControlBlock)world.buildWorld(player.x, player.y)).unit() : null;
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}
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@@ -931,7 +931,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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}
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public @Nullable Unit selectedUnit(){
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Unit unit = Units.closest(player.team(), Core.input.mouseWorld().x, Core.input.mouseWorld().y, 40f, u -> u.isAI() && !u.deactivated());
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Unit unit = Units.closest(player.team(), Core.input.mouseWorld().x, Core.input.mouseWorld().y, 40f, u -> u.isAI());
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if(unit != null){
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unit.hitbox(Tmp.r1);
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Tmp.r1.grow(6f);
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@@ -804,7 +804,7 @@ public class MobileInput extends InputHandler implements GestureListener{
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if(type == null) return;
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boolean flying = type.flying;
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boolean omni = !(unit instanceof WaterMovec);
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boolean omni = unit.type().omniMovement;
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boolean legs = unit.isGrounded();
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boolean allowHealing = type.canHeal;
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boolean validHealTarget = allowHealing && target instanceof Building && ((Building)target).isValid() && target.team() == unit.team &&
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