Collision boundary teleport fix.
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8b17d9bcbd
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@ -170,7 +170,7 @@ void MemoryAllocator::Update(PixelGameEngine*pge,std::vector<std::unique_ptr<Aud
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}
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void MemoryAllocator::Draw(TileTransformedView&game,std::vector<std::unique_ptr<Renderable>>&IMAGES){
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if(IsBuilding()){
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if(IsBuilding()&&!InFogOfWar()){
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game.GetPGE()->SetDrawTarget(img.Sprite());
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game.GetPGE()->Clear(BLANK);
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Renderable&targetImg=buildTransformUnit->GetImage();
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@ -885,7 +885,7 @@ void VirusAttack::CollisionChecking(std::shared_ptr<Unit>u,std::shared_ptr<Unit>
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u->SetPos({float(WORLD_SIZE.x*CONSTANT::TILE_SIZE.x),u->GetPos().y});
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}
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if(u->GetPos().y<0){
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u->SetPos({u->GetPos().y,0});
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u->SetPos({u->GetPos().x,0});
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}
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if(u->GetPos().y>WORLD_SIZE.y*CONSTANT::TILE_SIZE.y){
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u->SetPos({u->GetPos().x,float(WORLD_SIZE.y*CONSTANT::TILE_SIZE.y)});
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