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Fix more things that hit non-hittable units (#7408)
* hittable check for EMP * hittable check for Damage#status * why push if don't get hit
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@ -440,7 +440,7 @@ public class Damage{
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/** Applies a status effect to all enemy units in a range. */
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public static void status(Team team, float x, float y, float radius, StatusEffect effect, float duration, boolean air, boolean ground){
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Cons<Unit> cons = entity -> {
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if(entity.team == team || !entity.within(x, y, radius) || (entity.isFlying() && !air) || (entity.isGrounded() && !ground)){
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if(entity.team == team || !entity.checkTarget(air, ground) || !entity.hittable() || !entity.within(x, y, radius)){
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return;
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}
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@ -48,7 +48,7 @@ public class EmpBulletType extends BasicBulletType{
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if(hitUnits){
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Units.nearbyEnemies(b.team, x, y, radius, other -> {
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if(other.team != b.team){
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if(other.team != b.team && other.hittable()){
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var absorber = Damage.findAbsorber(b.team, x, y, other.x, other.y);
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if(absorber != null){
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return;
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@ -470,7 +470,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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drag = type.drag * (isGrounded() ? (floorOn().dragMultiplier) : 1f) * dragMultiplier * state.rules.dragMultiplier;
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//apply knockback based on spawns
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if(team != state.rules.waveTeam && state.hasSpawns() && (!net.client() || isLocal())){
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if(team != state.rules.waveTeam && state.hasSpawns() && (!net.client() || isLocal()) && hittable()){
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float relativeSize = state.rules.dropZoneRadius + hitSize/2f + 1f;
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for(Tile spawn : spawner.getSpawns()){
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if(within(spawn.worldx(), spawn.worldy(), relativeSize)){
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