v0.6.5: fixed heroes spending turns before actually unlocking something
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@ -745,7 +745,6 @@ public class Hero extends Char {
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Sample.INSTANCE.play( Assets.SND_UNLOCK );
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Sample.INSTANCE.play( Assets.SND_UNLOCK );
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}
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}
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spend( Key.TIME_TO_UNLOCK );
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sprite.operate( dst );
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sprite.operate( dst );
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} else {
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} else {
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@ -785,7 +784,6 @@ public class Hero extends Char {
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if (hasKey) {
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if (hasKey) {
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spend( Key.TIME_TO_UNLOCK );
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sprite.operate( doorCell );
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sprite.operate( doorCell );
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Sample.INSTANCE.play( Assets.SND_UNLOCK );
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Sample.INSTANCE.play( Assets.SND_UNLOCK );
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@ -1459,6 +1457,7 @@ public class Hero extends Char {
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Level.set( doorCell, door == Terrain.LOCKED_DOOR ? Terrain.DOOR : Terrain.UNLOCKED_EXIT );
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Level.set( doorCell, door == Terrain.LOCKED_DOOR ? Terrain.DOOR : Terrain.UNLOCKED_EXIT );
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GameScene.updateMap( doorCell );
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GameScene.updateMap( doorCell );
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spend( Key.TIME_TO_UNLOCK );
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} else if (curAction instanceof HeroAction.OpenChest) {
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} else if (curAction instanceof HeroAction.OpenChest) {
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@ -1472,6 +1471,7 @@ public class Hero extends Char {
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}
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}
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GameScene.updateKeyDisplay();
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GameScene.updateKeyDisplay();
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heap.open( this );
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heap.open( this );
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spend( Key.TIME_TO_UNLOCK );
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}
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}
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curAction = null;
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curAction = null;
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