From 58ce8c5275b0dae28860226a11d6e8cef42cb57b Mon Sep 17 00:00:00 2001 From: Evan Debenham Date: Sun, 14 Feb 2021 11:29:34 -0500 Subject: [PATCH] v0.9.2: corrected necromancer VFX/SFX playing outside of hero FOV --- .../shatteredpixeldungeon/actors/mobs/Necromancer.java | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Necromancer.java b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Necromancer.java index b630a4ff0..f67b2ac10 100644 --- a/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Necromancer.java +++ b/core/src/main/java/com/shatteredpixel/shatteredpixeldungeon/actors/mobs/Necromancer.java @@ -252,8 +252,10 @@ public class Necromancer extends Mob { mySkeleton.pos = summoningPos; GameScene.add( mySkeleton ); Dungeon.level.occupyCell( mySkeleton ); - Sample.INSTANCE.play(Assets.Sounds.BONES); - summoningEmitter.burst( Speck.factory( Speck.RATTLE ), 5 ); + if (Dungeon.level.heroFOV[summoningPos]) { + Sample.INSTANCE.play(Assets.Sounds.BONES); + summoningEmitter.burst(Speck.factory(Speck.RATTLE), 5); + } sprite.idle(); if (buff(Corruption.class) != null){