v0.7.1: added a partial turn indicator to the game scene
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@ -124,6 +124,10 @@ public abstract class Actor implements Bundlable {
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private static float now = 0;
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private static float now = 0;
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public static float now(){
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return now;
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}
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public static synchronized void clear() {
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public static synchronized void clear() {
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now = 0;
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now = 0;
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@ -0,0 +1,192 @@
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2015 Oleg Dolya
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*
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* Shattered Pixel Dungeon
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* Copyright (C) 2014-2018 Evan Debenham
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.effects;
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import com.watabou.gltextures.SmartTexture;
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import com.watabou.gltextures.TextureCache;
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import com.watabou.glwrap.Blending;
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import com.watabou.noosa.Game;
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import com.watabou.noosa.Group;
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import com.watabou.noosa.NoosaScript;
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import com.watabou.noosa.Visual;
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import com.watabou.utils.PointF;
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import java.nio.ByteBuffer;
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import java.nio.ByteOrder;
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import java.nio.FloatBuffer;
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import java.nio.ShortBuffer;
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public class CircleArc extends Visual {
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private float duration = 0;
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private float lifespan;
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//1f is an entire 360 degree sweep
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private float sweep;
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private boolean dirty;
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private boolean lightMode = true;
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private SmartTexture texture;
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private FloatBuffer vertices;
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private ShortBuffer indices;
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private int nTris;
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private float rad;
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//more triangles means a more precise visual
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public CircleArc( int triangles, float radius ) {
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super( 0, 0, 0, 0 );
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int gradient[] = {0xFFFFFFFF, 0xFFFFFFFF};
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texture = TextureCache.createGradient( gradient );
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this.nTris = triangles;
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this.rad = radius;
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vertices = ByteBuffer.
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allocateDirect( (nTris * 2 + 1) * 4 * (Float.SIZE / 8) ).
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order( ByteOrder.nativeOrder() ).
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asFloatBuffer();
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indices = ByteBuffer.
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allocateDirect( nTris * 3 * Short.SIZE / 8 ).
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order( ByteOrder.nativeOrder() ).
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asShortBuffer();
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sweep = 1f;
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updateTriangles();
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}
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public CircleArc color( int color, boolean lightMode ) {
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this.lightMode = lightMode;
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hardlight( color );
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return this;
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}
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public CircleArc show( Visual visual, float duration ) {
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point( visual.center() );
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visual.parent.addToBack( this );
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lifespan = this.duration = duration;
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return this;
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}
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public CircleArc show(Group parent, PointF pos, float duration ) {
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point( pos );
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parent.add( this );
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lifespan = this.duration = duration;
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return this;
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}
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public void setSweep( float sweep ){
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this.sweep = sweep;
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dirty = true;
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}
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private void updateTriangles(){
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dirty = false;
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float v[] = new float[4];
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indices.position( 0 );
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vertices.position( 0 );
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v[0] = 0;
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v[1] = 0;
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v[2] = 0.25f;
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v[3] = 0;
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vertices.put( v );
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v[2] = 0.75f;
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v[3] = 0;
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//starting position is very top by default, use angle to adjust this.
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double start = 2 * (Math.PI - Math.PI*sweep) - Math.PI/2.0;
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for (int i = 0; i < nTris; i++) {
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double a = start + i * Math.PI * 2 / nTris * sweep;
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v[0] = (float)Math.cos( a ) * rad;
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v[1] = (float)Math.sin( a ) * rad;
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vertices.put( v );
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a += 3.1415926f * 2 / nTris * sweep;
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v[0] = (float)Math.cos( a ) * rad;
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v[1] = (float)Math.sin( a ) * rad;
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vertices.put( v );
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indices.put( (short)0 );
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indices.put( (short)(1 + i * 2) );
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indices.put( (short)(2 + i * 2) );
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}
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indices.position( 0 );
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}
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@Override
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public void update() {
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super.update();
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if (duration > 0) {
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if ((lifespan -= Game.elapsed) > 0) {
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sweep = lifespan/duration;
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dirty = true;
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} else {
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killAndErase();
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}
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}
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}
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@Override
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public void draw() {
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super.draw();
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if (dirty) {
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updateTriangles();
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}
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if (lightMode) Blending.setLightMode();
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NoosaScript script = NoosaScript.get();
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texture.bind();
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script.uModel.valueM4( matrix );
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script.lighting(
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rm, gm, bm, am,
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ra, ga, ba, aa );
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script.camera( camera );
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script.drawElements( vertices, indices, nTris * 3 );
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if (lightMode) Blending.setNormalMode();
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}
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}
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@ -32,6 +32,7 @@ import com.shatteredpixel.shatteredpixeldungeon.actors.blobs.Blob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.actors.mobs.Mob;
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import com.shatteredpixel.shatteredpixeldungeon.effects.BannerSprites;
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import com.shatteredpixel.shatteredpixeldungeon.effects.BannerSprites;
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import com.shatteredpixel.shatteredpixeldungeon.effects.BlobEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.BlobEmitter;
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import com.shatteredpixel.shatteredpixeldungeon.effects.CircleArc;
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import com.shatteredpixel.shatteredpixeldungeon.effects.EmoIcon;
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import com.shatteredpixel.shatteredpixeldungeon.effects.EmoIcon;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Flare;
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import com.shatteredpixel.shatteredpixeldungeon.effects.Flare;
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import com.shatteredpixel.shatteredpixeldungeon.effects.FloatingText;
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import com.shatteredpixel.shatteredpixeldungeon.effects.FloatingText;
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@ -130,6 +131,7 @@ public class GameScene extends PixelScene {
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private GameLog log;
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private GameLog log;
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private BusyIndicator busy;
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private BusyIndicator busy;
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private CircleArc counter;
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private static CellSelector cellSelector;
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private static CellSelector cellSelector;
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@ -334,6 +336,11 @@ public class GameScene extends PixelScene {
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busy.y = pane.bottom() + 1;
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busy.y = pane.bottom() + 1;
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add( busy );
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add( busy );
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counter = new CircleArc(18, 4);
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counter.color( 0xCCCCCC, true );
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counter.camera = uiCamera;
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counter.show(this, busy.center(), 0f);
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switch (InterlevelScene.mode) {
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switch (InterlevelScene.mode) {
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case RESURRECT:
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case RESURRECT:
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ScrollOfTeleportation.appear( Dungeon.hero, Dungeon.level.entrance );
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ScrollOfTeleportation.appear( Dungeon.hero, Dungeon.level.entrance );
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@ -515,6 +522,8 @@ public class GameScene extends PixelScene {
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}
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}
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}
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}
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}
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}
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counter.setSweep((1f - Actor.now()%1f)%1f);
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if (Dungeon.hero.ready && Dungeon.hero.paralysed == 0) {
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if (Dungeon.hero.ready && Dungeon.hero.paralysed == 0) {
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log.newLine();
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log.newLine();
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