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Full unit payload drawing
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@ -431,6 +431,8 @@ public class UnitType extends UnlockableContent implements Senseable{
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public TextureRegion[] wreckRegions, segmentRegions, segmentOutlineRegions;
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public TextureRegion[][] treadRegions;
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//INTERNAL REQUIREMENTS
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protected float buildTime = -1f;
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protected @Nullable ItemStack[] totalRequirements, cachedRequirements, firstRequirements;
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@ -1183,6 +1185,8 @@ public class UnitType extends UnlockableContent implements Senseable{
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//region drawing
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/** Set up drawing state before calling! e.g. drawingPayload */
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public void draw(Unit unit){
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if(unit.inFogTo(Vars.player.team())) return;
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@ -146,19 +146,10 @@ public class UnitPayload implements Payload{
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//TODO should not happen
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if(unit.type == null) return;
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//TODO this would be more accurate but has all sorts of associated problems (?)
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if(false){
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float e = unit.elevation;
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unit.elevation = 0f;
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//avoids drawing mining or building
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unit.type.draw(unit);
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unit.elevation = e;
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return;
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}
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unit.type.drawSoftShadow(unit);
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Draw.rect(unit.type.fullIcon, unit.x, unit.y, unit.rotation - 90);
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unit.type.drawCell(unit);
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float e = unit.elevation;
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unit.elevation = 0f;
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unit.type.draw(unit);
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unit.elevation = e;
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//draw warning
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if(overlayTime > 0){
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