v0.8.2c: Fixed evil eye sprites visually charging when they shouldn't
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@ -65,7 +65,7 @@ public class Eye extends Mob {
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@Override
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@Override
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public int damageRoll() {
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public int damageRoll() {
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return Random.NormalIntRange(20, 30);
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return Random.NormalIntRange(0, 0);
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}
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}
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@Override
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@Override
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@ -133,6 +133,7 @@ public class Eye extends Mob {
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sprite.zap( beam.collisionPos );
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sprite.zap( beam.collisionPos );
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return false;
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return false;
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} else {
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} else {
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sprite.idle();
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deathGaze();
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deathGaze();
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return true;
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return true;
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}
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}
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@ -174,7 +175,7 @@ public class Eye extends Mob {
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}
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}
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if (hit( this, ch, true )) {
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if (hit( this, ch, true )) {
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ch.damage( Random.NormalIntRange( 30, 50 ), new DeathGaze() );
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ch.damage( Random.NormalIntRange( 0, 0 ), new DeathGaze() );
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if (Dungeon.level.heroFOV[pos]) {
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if (Dungeon.level.heroFOV[pos]) {
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ch.sprite.flash();
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ch.sprite.flash();
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