v0.9.4: fixed ankh windows appearing when they shouldn't in some cases
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@ -45,6 +45,7 @@ import com.shatteredpixel.shatteredpixeldungeon.effects.Flare;
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import com.shatteredpixel.shatteredpixeldungeon.effects.FloatingText;
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import com.shatteredpixel.shatteredpixeldungeon.effects.FloatingText;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Ripple;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Ripple;
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import com.shatteredpixel.shatteredpixeldungeon.effects.SpellSprite;
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import com.shatteredpixel.shatteredpixeldungeon.effects.SpellSprite;
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import com.shatteredpixel.shatteredpixeldungeon.items.Ankh;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Heap;
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import com.shatteredpixel.shatteredpixeldungeon.items.Honeypot;
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import com.shatteredpixel.shatteredpixeldungeon.items.Honeypot;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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import com.shatteredpixel.shatteredpixeldungeon.items.Item;
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@ -545,9 +546,18 @@ public class GameScene extends PixelScene {
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fadeIn();
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fadeIn();
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//assume the hero died with an ankh
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//re-show WndResurrect if needed
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if (!Dungeon.hero.isAlive()){
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if (!Dungeon.hero.isAlive()){
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add(new WndResurrect());
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//check if hero has an unblessed ankh
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boolean hasAnkh = false;
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for (Ankh i : Dungeon.hero.belongings.getAllItems(Ankh.class)){
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if (!i.isBlessed()){
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hasAnkh = true;
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}
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}
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if (hasAnkh) {
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add(new WndResurrect());
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}
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}
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}
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}
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}
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