cleanup
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@@ -1049,30 +1049,6 @@ bool BuildingSystem::deliverScrapToSalvageBay(EntityId bayId)
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return true;
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}
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void BuildingSystem::healBuilding(EntityId id, float amount)
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{
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for (Building& b : m_buildings)
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{
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if (b.id == id)
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{
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b.hp = std::min(b.hp + amount, b.maxHp);
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return;
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}
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}
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}
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void BuildingSystem::damageBuilding(EntityId id, float amount)
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{
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for (Building& b : m_buildings)
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{
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if (b.id == id)
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{
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b.hp -= amount;
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return;
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}
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}
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}
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EntityId BuildingSystem::placeImmediate(BuildingType type,
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const std::vector<std::string>& surfaceMask,
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QPoint anchor, Rotation rotation,
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@@ -1133,18 +1109,6 @@ bool BuildingSystem::removeBuilding(EntityId id)
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return false;
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}
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void BuildingSystem::initStationWeapon(EntityId id, const StationWeapon& weapon)
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{
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for (Building& b : m_buildings)
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{
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if (b.id == id)
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{
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b.weapon = weapon;
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return;
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}
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}
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}
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void BuildingSystem::forEachBuilding(std::function<void(Building&)> fn)
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{
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for (Building& b : m_buildings)
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