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Disabled missile unit collisions
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0b7d8f371e
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@ -11,24 +11,22 @@ public class MissileAI extends AIController{
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if(target != null){
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unit.lookAt(target);
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var build = unit.buildOn();
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//kill instantly on building contact
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//TODO kill on target unit contact too
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if(build != null && build == target){
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unit.kill();
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}
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}
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//move forward forever
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unit.moveAt(vec.trns(unit.rotation, unit.speed()));
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var build = unit.buildOn();
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//kill instantly on enemy building contact
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if(build != null && build.team != unit.team){
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unit.kill();
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}
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}
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@Override
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public boolean retarget(){
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//more frequent retarget. TODO lag?
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//more frequent retarget. TODO won't this lag?
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return timer.get(timerTarget, 10f);
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}
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}
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@ -36,9 +36,9 @@ public class PhysicsProcess implements AsyncProcess{
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return false;
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});
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//find Unit without bodies and assign them
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//find Units without bodies and assign them
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for(Unit entity : group){
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if(entity == null || entity.type == null) continue;
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if(entity == null || entity.type == null || !entity.type.physics) continue;
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if(entity.physref == null){
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PhysicsBody body = new PhysicsBody();
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@ -2479,30 +2479,6 @@ public class UnitTypes{
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smokeEffect = Fx.shootBigSmoke;
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buildingDamageMultiplier = 0.4f;
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}};
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//TODO REMOVE
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/*
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unitSpawned = new MissileUnitType("duo"){{
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trailScl = 1.1f;
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speed = 3f;
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weapons.add(new Weapon(){{
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shootOnDeath = true;
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bullet = new BulletType(){{
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collidesTiles = false;
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collides = false;
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hitSound = Sounds.explosion;
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lifetime = 10f;
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speed = 1f;
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splashDamageRadius = 55f;
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instantDisappear = true;
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splashDamage = 90f;
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killShooter = true;
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hittable = false;
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collidesAir = true;
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}};
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}});
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}};*/
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}});
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}};
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@ -21,6 +21,7 @@ public class MissileUnitType extends UnitType{
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constructor = TimedKillUnit::create;
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envEnabled = Env.any;
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envDisabled = Env.none;
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physics = false;
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trailLength = 7;
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hidden = true;
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rotateSpeed = 2f;
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@ -131,6 +131,8 @@ public class UnitType extends UnlockableContent{
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public Color engineColorInner = Color.white;
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public Seq<UnitEngine> engines = new Seq<>();
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public float strafePenalty = 0.5f;
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/** If false, this unit does not physically collide with others. */
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public boolean physics = true;
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public float hitSize = 6f;
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public float itemOffsetY = 3f;
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public float lightRadius = -1f, lightOpacity = 0.6f;
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