v0.6.5: corrected various chasm visual bugs
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9c43207e07
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5056176c57
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@ -76,7 +76,6 @@ public class Chasm {
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if (Dungeon.hero.isAlive()) {
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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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if (Dungeon.level instanceof RegularLevel) {
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Room room = ((RegularLevel)Dungeon.level).room( pos );
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@ -94,8 +93,7 @@ public class Chasm {
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Hero hero = Dungeon.hero;
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hero.sprite.burst( hero.sprite.blood(), 10 );
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Camera.main.shake( 4, 0.2f );
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Camera.main.shake( 4, 1f );
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Dungeon.level.press( hero.pos, hero, true );
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Buff.prolong( hero, Cripple.class, Cripple.DURATION );
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@ -120,7 +118,7 @@ public class Chasm {
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((MobSprite)mob.sprite).fall();
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}
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public static class Falling extends Buff{
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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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@ -134,7 +132,7 @@ public class Chasm {
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}
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}
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public static class FallBleed extends Bleeding implements Hero.Doom{
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public static class FallBleed extends Bleeding implements Hero.Doom {
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@Override
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public void onDeath() {
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@ -27,8 +27,10 @@ import com.shatteredpixel.shatteredpixeldungeon.GamesInProgress;
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import com.shatteredpixel.shatteredpixeldungeon.ShatteredPixelDungeon;
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import com.shatteredpixel.shatteredpixeldungeon.Statistics;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.actors.buffs.Buff;
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import com.shatteredpixel.shatteredpixeldungeon.items.artifacts.DriedRose;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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import com.shatteredpixel.shatteredpixeldungeon.levels.features.Chasm;
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import com.shatteredpixel.shatteredpixeldungeon.levels.rooms.special.SpecialRoom;
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import com.shatteredpixel.shatteredpixeldungeon.messages.Messages;
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import com.shatteredpixel.shatteredpixeldungeon.ui.GameLog;
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@ -335,6 +337,7 @@ public class InterlevelScene extends PixelScene {
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Actor.fixTime();
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DriedRose.holdGhostHero( Dungeon.level );
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Buff.affect( Dungeon.hero, Chasm.Falling.class );
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Dungeon.saveAll();
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Level level;
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@ -87,7 +87,10 @@ public class HeroSprite extends CharSprite {
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read = new Animation( 20, false );
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read.frames( film, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19 );
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idle();
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if (ch.isAlive())
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idle();
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else
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die();
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}
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@Override
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