v0.6.4a: fixed an exploit involving chasms
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f850f6d521
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@ -76,6 +76,7 @@ public class Chasm {
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if (Dungeon.hero.isAlive()) {
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if (Dungeon.hero.isAlive()) {
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Dungeon.hero.interrupt();
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Dungeon.hero.interrupt();
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Buff.affect(Dungeon.hero, Falling.class);
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InterlevelScene.mode = InterlevelScene.Mode.FALL;
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InterlevelScene.mode = InterlevelScene.Mode.FALL;
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if (Dungeon.level instanceof RegularLevel) {
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if (Dungeon.level instanceof RegularLevel) {
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Room room = ((RegularLevel)Dungeon.level).room( pos );
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Room room = ((RegularLevel)Dungeon.level).room( pos );
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@ -118,4 +119,18 @@ public class Chasm {
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((MobSprite)mob.sprite).fall();
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((MobSprite)mob.sprite).fall();
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}
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}
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public static class Falling extends Buff{
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{
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actPriority = VFX_PRIO;
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}
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@Override
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public boolean act() {
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heroLand();
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detach();
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return true;
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}
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}
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}
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}
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@ -48,7 +48,6 @@ import com.shatteredpixel.shatteredpixeldungeon.items.potions.Potion;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation;
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import com.shatteredpixel.shatteredpixeldungeon.items.scrolls.ScrollOfTeleportation;
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import com.shatteredpixel.shatteredpixeldungeon.journal.Journal;
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import com.shatteredpixel.shatteredpixeldungeon.journal.Journal;
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import com.shatteredpixel.shatteredpixeldungeon.levels.RegularLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.RegularLevel;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
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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.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.plants.Plant;
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import com.shatteredpixel.shatteredpixeldungeon.plants.Plant;
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@ -333,9 +332,6 @@ public class GameScene extends PixelScene {
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case RETURN:
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case RETURN:
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ScrollOfTeleportation.appear( Dungeon.hero, Dungeon.hero.pos );
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ScrollOfTeleportation.appear( Dungeon.hero, Dungeon.hero.pos );
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break;
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break;
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case FALL:
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Chasm.heroLand();
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break;
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case DESCEND:
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case DESCEND:
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switch (Dungeon.depth) {
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switch (Dungeon.depth) {
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case 1:
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case 1:
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