v2.4.1: mind visioned enemies can now be auto-targeted, but no auto-aim
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@@ -140,6 +140,7 @@ import com.shatteredpixel.shatteredpixeldungeon.levels.Terrain;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.LevelTransition;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
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import com.shatteredpixel.shatteredpixeldungeon.levels.traps.Trap;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.Ballistica;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.ShadowCaster;
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import com.shatteredpixel.shatteredpixeldungeon.mechanics.ShadowCaster;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.AlchemyScene;
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import com.shatteredpixel.shatteredpixeldungeon.scenes.AlchemyScene;
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@@ -1522,8 +1523,10 @@ public class Hero extends Char {
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newMob = true;
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newMob = true;
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}
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}
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if (!mindVisionEnemies.contains(m) && QuickSlotButton.autoAim(m) != -1){
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//only do a simple check for mind visioned enemies, better performance
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if (target == null){
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if ((!mindVisionEnemies.contains(m) && QuickSlotButton.autoAim(m) != -1)
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|| (mindVisionEnemies.contains(m) && new Ballistica( pos, m.pos, Ballistica.PROJECTILE ).collisionPos == m.pos)) {
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if (target == null) {
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target = m;
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target = m;
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} else if (distance(target) > distance(m)) {
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} else if (distance(target) > distance(m)) {
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target = m;
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target = m;
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