v0.9.2b: fixed combo leap placing glad onto visible traps or chasms
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3b1d93abef
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8c51d26a0a
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@ -455,22 +455,27 @@ public class Combo extends Buff implements ActionIndicator.Action {
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} else {
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Ballistica c = new Ballistica(target.pos, enemy.pos, Ballistica.PROJECTILE);
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if (c.collisionPos == enemy.pos){
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Dungeon.hero.busy();
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target.sprite.jump(target.pos, c.path.get(c.dist-1), new Callback() {
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@Override
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public void call() {
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target.move(c.path.get(c.dist-1));
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Dungeon.level.occupyCell(target);
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Dungeon.observe();
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GameScene.updateFog();
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target.sprite.attack(cell, new Callback() {
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@Override
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public void call() {
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doAttack(enemy);
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}
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});
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}
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});
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final int leapPos = c.path.get(c.dist-1);
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if (!Dungeon.level.passable[leapPos]){
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GLog.w(Messages.get(Combo.class, "bad_target"));
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} else {
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Dungeon.hero.busy();
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target.sprite.jump(target.pos, leapPos, new Callback() {
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@Override
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public void call() {
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target.move(leapPos);
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Dungeon.level.occupyCell(target);
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Dungeon.observe();
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GameScene.updateFog();
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target.sprite.attack(cell, new Callback() {
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@Override
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public void call() {
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doAttack(enemy);
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}
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});
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}
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});
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}
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} else {
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GLog.w(Messages.get(Combo.class, "bad_target"));
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}
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