v0.9.1b: fixed fading Tengu traps still persisting in rare cases
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6d93b84efb
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@ -338,6 +338,12 @@ public class NewPrisonBossLevel extends Level {
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}
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addVisuals(); //this also resets existing visuals
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traps.clear();
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for (CustomTilemap t : customTiles){
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if (t instanceof FadingTraps){
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((FadingTraps) t).remove();
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}
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}
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GameScene.resetMap();
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Dungeon.observe();
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@ -546,10 +552,6 @@ public class NewPrisonBossLevel extends Level {
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traps.clear();
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Painter.fill(this, tenguCell, 1, Terrain.EMPTY);
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buildFlagMaps();
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}
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public void placeTrapsInTenguCell(float fill){
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for (CustomTilemap vis : customTiles){
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if (vis instanceof FadingTraps){
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@ -557,6 +559,10 @@ public class NewPrisonBossLevel extends Level {
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}
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}
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}
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public void placeTrapsInTenguCell(float fill){
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Point tenguPoint = cellToPoint(tengu.pos);
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Point heroPoint = cellToPoint(Dungeon.hero.pos);
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