use meters in config
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@@ -123,6 +123,7 @@ void ArenaSimulation::placeStructures()
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weapon.cooldownTicks = 0.0f;
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weapon.currentTarget = std::nullopt;
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const double lv = static_cast<double>(entry.level);
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const float tileSize = static_cast<float>(m_gameConfig.world.tileSize_m);
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const std::vector<std::string>& mask = isEnemy
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? m_gameConfig.stations.enemyStation.surfaceMask
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@@ -134,8 +135,8 @@ void ArenaSimulation::placeStructures()
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m_gameConfig.stations.playerStation.hpFormula.evaluate(lv));
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weapon.damage = static_cast<float>(
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m_gameConfig.stations.playerStation.damageFormula.evaluate(lv));
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weapon.range = static_cast<float>(
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m_gameConfig.stations.playerStation.rangeFormula.evaluate(lv));
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weapon.range_tiles = static_cast<float>(
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m_gameConfig.stations.playerStation.rangeFormula.evaluate(lv)) / tileSize;
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weapon.fireRateHz = static_cast<float>(
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m_gameConfig.stations.playerStation.fireRateFormula.evaluate(lv));
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}
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@@ -145,8 +146,8 @@ void ArenaSimulation::placeStructures()
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m_gameConfig.stations.enemyStation.hpFormula.evaluate(lv));
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weapon.damage = static_cast<float>(
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m_gameConfig.stations.enemyStation.damageFormula.evaluate(lv));
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weapon.range = static_cast<float>(
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m_gameConfig.stations.enemyStation.rangeFormula.evaluate(lv));
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weapon.range_tiles = static_cast<float>(
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m_gameConfig.stations.enemyStation.rangeFormula.evaluate(lv)) / tileSize;
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weapon.fireRateHz = static_cast<float>(
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m_gameConfig.stations.enemyStation.fireRateFormula.evaluate(lv));
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}
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