Fixed portrait custom game dialog
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@@ -36,7 +36,7 @@ public class EditorTile extends Tile{
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Block ore = overlay();
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if(previous == type && ore == Blocks.air) return;
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super.setFloor(type);
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//ore may get nullified so make sure to save editrs
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//ore may get nullified so make sure to save edits
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if(overlay() != ore){
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op(TileOp.get(x, y, (byte)OpType.ore.ordinal(), ore.id, overlay().id));
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}
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@@ -8,14 +8,11 @@ public interface Entity extends MoveTrait{
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void resetID(int id);
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default void update(){
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}
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default void update(){}
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default void removed(){
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}
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default void removed(){}
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default void added(){
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}
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default void added(){}
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EntityGroup targetGroup();
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@@ -9,6 +9,7 @@ import io.anuke.arc.scene.ui.ImageButton;
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import io.anuke.arc.scene.ui.ScrollPane;
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import io.anuke.arc.scene.ui.TextButton;
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import io.anuke.arc.scene.ui.layout.Table;
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import io.anuke.arc.scene.utils.UIUtils;
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import io.anuke.arc.util.Align;
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import io.anuke.arc.util.Scaling;
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import io.anuke.mindustry.game.Difficulty;
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@@ -43,7 +44,7 @@ public class CustomGameDialog extends FloatingDialog{
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ScrollPane pane = new ScrollPane(maps);
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pane.setFadeScrollBars(false);
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int maxwidth = (Core.graphics.getHeight() > Core.graphics.getHeight() ? 2 : 4);
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int maxwidth = (UIUtils.portrait() ? 2 : 4);
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Table selmode = new Table();
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ButtonGroup<TextButton> group = new ButtonGroup<>();
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