v0.9.1: sniper's mark, charm and terror now detach if their targets die
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@ -54,6 +54,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Poison;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Preparation;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.ShieldBuff;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Slow;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.SnipersMark;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Speed;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Stamina;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Terror;
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@ -550,6 +551,18 @@ public abstract class Char extends Actor {
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public void destroy() {
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HP = 0;
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Actor.remove( this );
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for (Char ch : Actor.chars().toArray(new Char[0])){
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if (ch.buff(Charm.class) != null && ch.buff(Charm.class).object == id()){
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ch.buff(Charm.class).detach();
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}
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if (ch.buff(Terror.class) != null && ch.buff(Terror.class).object == id()){
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ch.buff(Terror.class).detach();
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}
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if (ch.buff(SnipersMark.class) != null && ch.buff(SnipersMark.class).object == id()){
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ch.buff(SnipersMark.class).detach();
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}
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}
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}
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public void die( Object src ) {
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