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* OC AoE fix * OC Decal * OC decal * OC Decal * OC Decal * Update worldview.lua * symbol * OverchargeCanKill() * Texture info * textures * OverchargeCanKill() -- a little mistake again=) * OverchargeCanKill() +ACU +Structures * OC vs buidling fix * OverchargeCanKill() changes according to OC fix * Damage vs ACU shield, structures + aoe bug fixes * Static damage vs structures/ACU shield * OverchargeCanKill() * Blueprint: structureDamage * Blueprint: structureDamage * Blueprint: structureDamage * Blueprint: structureDamage * Blueprint: structureDamage * ... * Bp: maxDamage = 15000 * Bp: maxDamage = 15000 * Bp: maxDamage = 15000 * Bp: maxDamage = 15000 * Bp: maxDamage = 15000 * Formatting + shield changes Bug fixed: - static shields taking full damage - Uef ACU buble shield taking full damage * Formatting. Second try * One more try and coding is not my hobby anymore I'm serious * New detection system shell.pos instead of target.pos in calculations + additional getUnitsInSphere for t4 units * Formatting, code optimization etc. * mistake * Blueprints. Forgot autoOC * Code optimization - CategoriesHash. in shield.lua - OverchargeCanKill() now uses selecteUnit blueprint instead of hardcoded Aeon ACU bp. + CategoriesHash instead of string.find. - unitsHP = {} -> maxHP = 0 -> no table.sort (all comparisons are in loops). * oc "idle" symbol can kill - green can't kill - orange idle - grey * Few fixes in OverchargeCanKill() * More fixes + commented LOG() in defproj.lua
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