v1.2.0: fixed red sentries being considered enemies when they shouldn't
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parent
c097ea8226
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01757b71e5
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@ -1279,7 +1279,7 @@ public class Hero extends Char {
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Mob target = null;
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Mob target = null;
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for (Mob m : Dungeon.level.mobs.toArray(new Mob[0])) {
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for (Mob m : Dungeon.level.mobs.toArray(new Mob[0])) {
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if (fieldOfView[ m.pos ] && m.alignment == Alignment.ENEMY && !(m instanceof NPC)) {
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if (fieldOfView[ m.pos ] && m.alignment == Alignment.ENEMY) {
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visible.add(m);
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visible.add(m);
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if (!visibleEnemies.contains( m )) {
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if (!visibleEnemies.contains( m )) {
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newMob = true;
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newMob = true;
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@ -1093,7 +1093,7 @@ public abstract class Level implements Bundlable {
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blocking[i] = false;
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blocking[i] = false;
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}
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}
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}
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}
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} else if (c.alignment == Char.Alignment.ENEMY
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} else if (c.alignment != Char.Alignment.ALLY
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&& Dungeon.level.blobs.containsKey(SmokeScreen.class)
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&& Dungeon.level.blobs.containsKey(SmokeScreen.class)
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&& Dungeon.level.blobs.get(SmokeScreen.class).volume > 0) {
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&& Dungeon.level.blobs.get(SmokeScreen.class).volume > 0) {
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System.arraycopy(Dungeon.level.losBlocking, 0, modifiableBlocking, 0, modifiableBlocking.length);
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System.arraycopy(Dungeon.level.losBlocking, 0, modifiableBlocking, 0, modifiableBlocking.length);
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@ -217,7 +217,6 @@ public class SentryRoom extends SpecialRoom {
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spriteClass = SentrySprite.class;
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spriteClass = SentrySprite.class;
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properties.add(Property.IMMOVABLE);
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properties.add(Property.IMMOVABLE);
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alignment = Alignment.ENEMY;
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}
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}
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private float initialChargeDelay;
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private float initialChargeDelay;
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